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			152 lines
		
	
	
	
		
			5.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			152 lines
		
	
	
	
		
			5.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  javascript_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) 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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#include "core/io/resource_loader.h"
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#include "main/main.h"
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#include "platform/javascript/display_server_javascript.h"
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#include "platform/javascript/os_javascript.h"
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#include <emscripten/emscripten.h>
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static OS_JavaScript *os = nullptr;
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static uint64_t target_ticks = 0;
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void exit_callback() {
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	emscripten_cancel_main_loop(); // After this, we can exit!
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	Main::cleanup();
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	int exit_code = OS_JavaScript::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); // No matter that we call cancel_main_loop, regular "exit" will not work, forcing.
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}
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void main_loop_callback() {
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	uint64_t current_ticks = os->get_ticks_usec();
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	bool force_draw = DisplayServerJavaScript::get_singleton()->check_size_force_redraw();
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	if (force_draw) {
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		Main::force_redraw();
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	} else if (current_ticks < target_ticks) {
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		return; // Skip frame.
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	}
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	int target_fps = Engine::get_singleton()->get_target_fps();
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	if (target_fps > 0) {
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		target_ticks += (uint64_t)(1000000 / target_fps);
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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 wait for finalize_async.
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		/* clang-format off */
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		EM_ASM({
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			// This will contain the list of operations that need to complete before cleanup.
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			Module.async_finish = [
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				// Always contains at least one async promise, to avoid firing immediately if nothing is added.
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				new Promise(function(accept, reject) {
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					setTimeout(accept, 0);
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				})
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			];
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		});
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		/* clang-format on */
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		os->get_main_loop()->finish();
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		os->finalize_async(); // Will add all the async finish functions.
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		EM_ASM({
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			Promise.all(Module.async_finish).then(function() {
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				Module.async_finish = [];
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				ccall("cleanup_after_sync", null, []);
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			});
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		});
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	}
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}
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extern "C" EMSCRIPTEN_KEEPALIVE void cleanup_after_sync() {
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	emscripten_set_main_loop(exit_callback, -1, false);
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}
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extern "C" EMSCRIPTEN_KEEPALIVE void main_after_fs_sync(char *p_idbfs_err) {
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	String idbfs_err = String::utf8(p_idbfs_err);
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	if (!idbfs_err.empty()) {
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		print_line("IndexedDB not available: " + idbfs_err);
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	}
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	os->set_idb_available(idbfs_err.empty());
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	// TODO: Check error return value.
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	Main::setup2(); // Manual second phase.
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	// Ease up compatibility.
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	ResourceLoader::set_abort_on_missing_resources(false);
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	Main::start();
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	os->get_main_loop()->init();
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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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	emscripten_resume_main_loop();
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}
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int main(int argc, char *argv[]) {
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	// Create and mount userfs immediately.
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	EM_ASM({
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		FS.mkdir('/userfs');
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		FS.mount(IDBFS, {}, '/userfs');
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	});
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	// Configure locale.
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	char locale_ptr[16];
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	/* clang-format off */
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	EM_ASM({
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		stringToUTF8(Module['locale'], $0, 16);
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	}, locale_ptr);
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	/* clang-format on */
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	setenv("LANG", locale_ptr, true);
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	// Ensure the canvas ID.
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	/* clang-format off */
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	EM_ASM({
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		stringToUTF8("#" + Module['canvas'].id, $0, 255);
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	}, DisplayServerJavaScript::canvas_id);
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	/* clang-format on */
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	os = new OS_JavaScript();
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	Main::setup(argv[0], argc - 1, &argv[1], false);
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	emscripten_set_main_loop(main_loop_callback, -1, false);
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	emscripten_pause_main_loop(); // Will need to wait for FS sync.
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	// Sync from persistent state into memory and then
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	// run the 'main_after_fs_sync' function.
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	/* clang-format off */
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	EM_ASM({
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		FS.syncfs(true, function(err) {
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			requestAnimationFrame(function() {
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				ccall('main_after_fs_sync', null, ['string'], [err ? err.message : ""]);
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			});
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		});
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	});
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	/* clang-format on */
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	return 0;
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	// Continued async in main_after_fs_sync() from the syncfs() callback.
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}
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