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		73f396572a
		
	
	
	
	
		
			
			Use an offline first approach, where we prefer the cached version over the network one. This forces games using PWA to always re-export the project and not just the PCK, so that the service worker version gets updated correctly, and the end-user cache is correctly cleared on update.
		
			
				
	
	
		
			357 lines
		
	
	
	
		
			10 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			357 lines
		
	
	
	
		
			10 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| /**
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|  * An object used to configure the Engine instance based on godot export options, and to override those in custom HTML
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|  * templates if needed.
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|  *
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|  * @header Engine configuration
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|  * @summary The Engine configuration object. This is just a typedef, create it like a regular object, e.g.:
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|  *
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|  * ``const MyConfig = { executable: 'godot', unloadAfterInit: false }``
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|  *
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|  * @typedef {Object} EngineConfig
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|  */
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| const EngineConfig = {}; // eslint-disable-line no-unused-vars
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| 
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| /**
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|  * @struct
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|  * @constructor
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|  * @ignore
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|  */
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| const InternalConfig = function (initConfig) { // eslint-disable-line no-unused-vars
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| 	const cfg = /** @lends {InternalConfig.prototype} */ {
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| 		/**
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| 		 * Whether the unload the engine automatically after the instance is initialized.
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| 		 *
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| 		 * @memberof EngineConfig
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| 		 * @default
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| 		 * @type {boolean}
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| 		 */
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| 		unloadAfterInit: true,
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| 		/**
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| 		 * The HTML DOM Canvas object to use.
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| 		 *
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| 		 * By default, the first canvas element in the document will be used is none is specified.
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| 		 *
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| 		 * @memberof EngineConfig
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| 		 * @default
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| 		 * @type {?HTMLCanvasElement}
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| 		 */
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| 		canvas: null,
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| 		/**
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| 		 * The name of the WASM file without the extension. (Set by Godot Editor export process).
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| 		 *
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| 		 * @memberof EngineConfig
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| 		 * @default
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| 		 * @type {string}
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| 		 */
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| 		executable: '',
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| 		/**
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| 		 * An alternative name for the game pck to load. The executable name is used otherwise.
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| 		 *
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| 		 * @memberof EngineConfig
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| 		 * @default
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| 		 * @type {?string}
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| 		 */
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| 		mainPack: null,
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| 		/**
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| 		 * Specify a language code to select the proper localization for the game.
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| 		 *
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| 		 * The browser locale will be used if none is specified. See complete list of
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| 		 * :ref:`supported locales <doc_locales>`.
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| 		 *
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| 		 * @memberof EngineConfig
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| 		 * @type {?string}
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| 		 * @default
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| 		 */
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| 		locale: null,
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| 		/**
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| 		 * The canvas resize policy determines how the canvas should be resized by Godot.
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| 		 *
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| 		 * ``0`` means Godot won't do any resizing. This is useful if you want to control the canvas size from
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| 		 * javascript code in your template.
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| 		 *
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| 		 * ``1`` means Godot will resize the canvas on start, and when changing window size via engine functions.
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| 		 *
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| 		 * ``2`` means Godot will adapt the canvas size to match the whole browser window.
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| 		 *
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| 		 * @memberof EngineConfig
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| 		 * @type {number}
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| 		 * @default
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| 		 */
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| 		canvasResizePolicy: 2,
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| 		/**
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| 		 * The arguments to be passed as command line arguments on startup.
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| 		 *
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| 		 * See :ref:`command line tutorial <doc_command_line_tutorial>`.
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| 		 *
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| 		 * **Note**: :js:meth:`startGame <Engine.prototype.startGame>` will always add the ``--main-pack`` argument.
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| 		 *
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| 		 * @memberof EngineConfig
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| 		 * @type {Array<string>}
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| 		 * @default
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| 		 */
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| 		args: [],
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| 		/**
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| 		 * When enabled, the game canvas will automatically grab the focus when the engine starts.
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| 		 *
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| 		 * @memberof EngineConfig
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| 		 * @type {boolean}
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| 		 * @default
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| 		 */
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| 		focusCanvas: true,
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| 		/**
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| 		 * When enabled, this will turn on experimental virtual keyboard support on mobile.
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| 		 *
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| 		 * @memberof EngineConfig
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| 		 * @type {boolean}
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| 		 * @default
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| 		 */
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| 		experimentalVK: false,
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| 		/**
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| 		 * The progressive web app service worker to install.
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| 		 * @memberof EngineConfig
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| 		 * @default
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| 		 * @type {string}
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| 		 */
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| 		serviceWorker: '',
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| 		/**
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| 		 * @ignore
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| 		 * @type {Array.<string>}
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| 		 */
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| 		persistentPaths: ['/userfs'],
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| 		/**
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| 		 * @ignore
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| 		 * @type {boolean}
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| 		 */
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| 		persistentDrops: false,
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| 		/**
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| 		 * @ignore
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| 		 * @type {Array.<string>}
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| 		 */
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| 		gdnativeLibs: [],
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| 		/**
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| 		 * @ignore
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| 		 * @type {Array.<string>}
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| 		 */
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| 		fileSizes: [],
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| 		/**
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| 		 * A callback function for handling Godot's ``OS.execute`` calls.
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| 		 *
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| 		 * This is for example used in the Web Editor template to switch between project manager and editor, and for running the game.
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| 		 *
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| 		 * @callback EngineConfig.onExecute
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| 		 * @param {string} path The path that Godot's wants executed.
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| 		 * @param {Array.<string>} args The arguments of the "command" to execute.
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| 		 */
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| 		/**
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| 		 * @ignore
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| 		 * @type {?function(string, Array.<string>)}
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| 		 */
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| 		onExecute: null,
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| 		/**
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| 		 * A callback function for being notified when the Godot instance quits.
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| 		 *
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| 		 * **Note**: This function will not be called if the engine crashes or become unresponsive.
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| 		 *
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| 		 * @callback EngineConfig.onExit
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| 		 * @param {number} status_code The status code returned by Godot on exit.
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| 		 */
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| 		/**
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| 		 * @ignore
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| 		 * @type {?function(number)}
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| 		 */
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| 		onExit: null,
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| 		/**
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| 		 * A callback function for displaying download progress.
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| 		 *
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| 		 * The function is called once per frame while downloading files, so the usage of ``requestAnimationFrame()``
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| 		 * is not necessary.
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| 		 *
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| 		 * If the callback function receives a total amount of bytes as 0, this means that it is impossible to calculate.
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| 		 * Possible reasons include:
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| 		 *
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| 		 * -  Files are delivered with server-side chunked compression
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| 		 * -  Files are delivered with server-side compression on Chromium
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| 		 * -  Not all file downloads have started yet (usually on servers without multi-threading)
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| 		 *
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| 		 * @callback EngineConfig.onProgress
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| 		 * @param {number} current The current amount of downloaded bytes so far.
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| 		 * @param {number} total The total amount of bytes to be downloaded.
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| 		 */
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| 		/**
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| 		 * @ignore
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| 		 * @type {?function(number, number)}
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| 		 */
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| 		onProgress: null,
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| 		/**
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| 		 * A callback function for handling the standard output stream. This method should usually only be used in debug pages.
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| 		 *
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| 		 * By default, ``console.log()`` is used.
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| 		 *
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| 		 * @callback EngineConfig.onPrint
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| 		 * @param {...*} [var_args] A variadic number of arguments to be printed.
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| 		 */
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| 		/**
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| 		 * @ignore
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| 		 * @type {?function(...*)}
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| 		 */
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| 		onPrint: function () {
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| 			console.log.apply(console, Array.from(arguments)); // eslint-disable-line no-console
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| 		},
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| 		/**
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| 		 * A callback function for handling the standard error stream. This method should usually only be used in debug pages.
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| 		 *
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| 		 * By default, ``console.error()`` is used.
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| 		 *
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| 		 * @callback EngineConfig.onPrintError
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| 		 * @param {...*} [var_args] A variadic number of arguments to be printed as errors.
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| 		*/
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| 		/**
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| 		 * @ignore
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| 		 * @type {?function(...*)}
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| 		 */
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| 		onPrintError: function (var_args) {
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| 			console.error.apply(console, Array.from(arguments)); // eslint-disable-line no-console
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| 		},
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| 	};
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| 
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| 	/**
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| 	 * @ignore
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| 	 * @struct
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| 	 * @constructor
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| 	 * @param {EngineConfig} opts
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| 	 */
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| 	function Config(opts) {
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| 		this.update(opts);
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| 	}
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| 
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| 	Config.prototype = cfg;
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| 
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| 	/**
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| 	 * @ignore
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| 	 * @param {EngineConfig} opts
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| 	 */
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| 	Config.prototype.update = function (opts) {
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| 		const config = opts || {};
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| 		// NOTE: We must explicitly pass the default, accessing it via
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| 		// the key will fail due to closure compiler renames.
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| 		function parse(key, def) {
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| 			if (typeof (config[key]) === 'undefined') {
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| 				return def;
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| 			}
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| 			return config[key];
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| 		}
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| 		// Module config
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| 		this.unloadAfterInit = parse('unloadAfterInit', this.unloadAfterInit);
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| 		this.onPrintError = parse('onPrintError', this.onPrintError);
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| 		this.onPrint = parse('onPrint', this.onPrint);
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| 		this.onProgress = parse('onProgress', this.onProgress);
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| 
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| 		// Godot config
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| 		this.canvas = parse('canvas', this.canvas);
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| 		this.executable = parse('executable', this.executable);
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| 		this.mainPack = parse('mainPack', this.mainPack);
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| 		this.locale = parse('locale', this.locale);
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| 		this.canvasResizePolicy = parse('canvasResizePolicy', this.canvasResizePolicy);
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| 		this.persistentPaths = parse('persistentPaths', this.persistentPaths);
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| 		this.persistentDrops = parse('persistentDrops', this.persistentDrops);
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| 		this.experimentalVK = parse('experimentalVK', this.experimentalVK);
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| 		this.focusCanvas = parse('focusCanvas', this.focusCanvas);
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| 		this.serviceWorker = parse('serviceWorker', this.serviceWorker);
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| 		this.gdnativeLibs = parse('gdnativeLibs', this.gdnativeLibs);
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| 		this.fileSizes = parse('fileSizes', this.fileSizes);
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| 		this.args = parse('args', this.args);
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| 		this.onExecute = parse('onExecute', this.onExecute);
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| 		this.onExit = parse('onExit', this.onExit);
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| 	};
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| 
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| 	/**
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| 	 * @ignore
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| 	 * @param {string} loadPath
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| 	 * @param {Response} response
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| 	 */
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| 	Config.prototype.getModuleConfig = function (loadPath, response) {
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| 		let r = response;
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| 		return {
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| 			'print': this.onPrint,
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| 			'printErr': this.onPrintError,
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| 			'thisProgram': this.executable,
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| 			'noExitRuntime': true,
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| 			'dynamicLibraries': [`${loadPath}.side.wasm`],
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| 			'instantiateWasm': function (imports, onSuccess) {
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| 				function done(result) {
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| 					onSuccess(result['instance'], result['module']);
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| 				}
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| 				if (typeof (WebAssembly.instantiateStreaming) !== 'undefined') {
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| 					WebAssembly.instantiateStreaming(Promise.resolve(r), imports).then(done);
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| 				} else {
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| 					r.arrayBuffer().then(function (buffer) {
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| 						WebAssembly.instantiate(buffer, imports).then(done);
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| 					});
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| 				}
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| 				r = null;
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| 				return {};
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| 			},
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| 			'locateFile': function (path) {
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| 				if (path.endsWith('.worker.js')) {
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| 					return `${loadPath}.worker.js`;
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| 				} else if (path.endsWith('.audio.worklet.js')) {
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| 					return `${loadPath}.audio.worklet.js`;
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| 				} else if (path.endsWith('.js')) {
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| 					return `${loadPath}.js`;
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| 				} else if (path.endsWith('.side.wasm')) {
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| 					return `${loadPath}.side.wasm`;
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| 				} else if (path.endsWith('.wasm')) {
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| 					return `${loadPath}.wasm`;
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| 				}
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| 				return path;
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| 			},
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| 		};
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| 	};
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| 
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| 	/**
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| 	 * @ignore
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| 	 * @param {function()} cleanup
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| 	 */
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| 	Config.prototype.getGodotConfig = function (cleanup) {
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| 		// Try to find a canvas
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| 		if (!(this.canvas instanceof HTMLCanvasElement)) {
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| 			const nodes = document.getElementsByTagName('canvas');
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| 			if (nodes.length && nodes[0] instanceof HTMLCanvasElement) {
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| 				this.canvas = nodes[0];
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| 			}
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| 			if (!this.canvas) {
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| 				throw new Error('No canvas found in page');
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| 			}
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| 		}
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| 		// Canvas can grab focus on click, or key events won't work.
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| 		if (this.canvas.tabIndex < 0) {
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| 			this.canvas.tabIndex = 0;
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| 		}
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| 
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| 		// Browser locale, or custom one if defined.
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| 		let locale = this.locale;
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| 		if (!locale) {
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| 			locale = navigator.languages ? navigator.languages[0] : navigator.language;
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| 			locale = locale.split('.')[0];
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| 		}
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| 		const onExit = this.onExit;
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| 
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| 		// Godot configuration.
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| 		return {
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| 			'canvas': this.canvas,
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| 			'canvasResizePolicy': this.canvasResizePolicy,
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| 			'locale': locale,
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| 			'persistentDrops': this.persistentDrops,
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| 			'virtualKeyboard': this.experimentalVK,
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| 			'focusCanvas': this.focusCanvas,
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| 			'onExecute': this.onExecute,
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| 			'onExit': function (p_code) {
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| 				cleanup(); // We always need to call the cleanup callback to free memory.
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| 				if (typeof (onExit) === 'function') {
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| 					onExit(p_code);
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| 				}
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| 			},
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| 		};
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| 	};
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| 	return new Config(initConfig);
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| };
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