mirror of
				https://github.com/godotengine/godot.git
				synced 2025-11-03 23:21:15 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			286 lines
		
	
	
	
		
			10 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			286 lines
		
	
	
	
		
			10 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
/**
 | 
						|
 * Projects exported for the Web expose the :js:class:`Engine` class to the JavaScript environment, that allows
 | 
						|
 * fine control over the engine's start-up process.
 | 
						|
 *
 | 
						|
 * This API is built in an asynchronous manner and requires basic understanding
 | 
						|
 * of `Promises <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide/Using_promises>`__.
 | 
						|
 *
 | 
						|
 * @module Engine
 | 
						|
 * @header Web export JavaScript reference
 | 
						|
 */
 | 
						|
const Engine = (function () {
 | 
						|
	const preloader = new Preloader();
 | 
						|
 | 
						|
	let loadPromise = null;
 | 
						|
	let loadPath = '';
 | 
						|
	let initPromise = null;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @classdesc The ``Engine`` class provides methods for loading and starting exported projects on the Web. For default export
 | 
						|
	 * settings, this is already part of the exported HTML page. To understand practical use of the ``Engine`` class,
 | 
						|
	 * see :ref:`Custom HTML page for Web export <doc_customizing_html5_shell>`.
 | 
						|
	 *
 | 
						|
	 * @description Create a new Engine instance with the given configuration.
 | 
						|
	 *
 | 
						|
	 * @global
 | 
						|
	 * @constructor
 | 
						|
	 * @param {EngineConfig} initConfig The initial config for this instance.
 | 
						|
	 */
 | 
						|
	function Engine(initConfig) { // eslint-disable-line no-shadow
 | 
						|
		this.config = new InternalConfig(initConfig);
 | 
						|
		this.rtenv = null;
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * Load the engine from the specified base path.
 | 
						|
	 *
 | 
						|
	 * @param {string} basePath Base path of the engine to load.
 | 
						|
	 * @param {number=} [size=0] The file size if known.
 | 
						|
	 * @returns {Promise} A Promise that resolves once the engine is loaded.
 | 
						|
	 *
 | 
						|
	 * @function Engine.load
 | 
						|
	 */
 | 
						|
	Engine.load = function (basePath, size) {
 | 
						|
		if (loadPromise == null) {
 | 
						|
			loadPath = basePath;
 | 
						|
			loadPromise = preloader.loadPromise(`${loadPath}.wasm`, size, true);
 | 
						|
			requestAnimationFrame(preloader.animateProgress);
 | 
						|
		}
 | 
						|
		return loadPromise;
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * Unload the engine to free memory.
 | 
						|
	 *
 | 
						|
	 * This method will be called automatically depending on the configuration. See :js:attr:`unloadAfterInit`.
 | 
						|
	 *
 | 
						|
	 * @function Engine.unload
 | 
						|
	 */
 | 
						|
	Engine.unload = function () {
 | 
						|
		loadPromise = null;
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * Safe Engine constructor, creates a new prototype for every new instance to avoid prototype pollution.
 | 
						|
	 * @ignore
 | 
						|
	 * @constructor
 | 
						|
	 */
 | 
						|
	function SafeEngine(initConfig) {
 | 
						|
		const proto = /** @lends Engine.prototype */ {
 | 
						|
			/**
 | 
						|
			 * Initialize the engine instance. Optionally, pass the base path to the engine to load it,
 | 
						|
			 * if it hasn't been loaded yet. See :js:meth:`Engine.load`.
 | 
						|
			 *
 | 
						|
			 * @param {string=} basePath Base path of the engine to load.
 | 
						|
			 * @return {Promise} A ``Promise`` that resolves once the engine is loaded and initialized.
 | 
						|
			 */
 | 
						|
			init: function (basePath) {
 | 
						|
				if (initPromise) {
 | 
						|
					return initPromise;
 | 
						|
				}
 | 
						|
				if (loadPromise == null) {
 | 
						|
					if (!basePath) {
 | 
						|
						initPromise = Promise.reject(new Error('A base path must be provided when calling `init` and the engine is not loaded.'));
 | 
						|
						return initPromise;
 | 
						|
					}
 | 
						|
					Engine.load(basePath, this.config.fileSizes[`${basePath}.wasm`]);
 | 
						|
				}
 | 
						|
				const me = this;
 | 
						|
				function doInit(promise) {
 | 
						|
					// Care! Promise chaining is bogus with old emscripten versions.
 | 
						|
					// This caused a regression with the Mono build (which uses an older emscripten version).
 | 
						|
					// Make sure to test that when refactoring.
 | 
						|
					return new Promise(function (resolve, reject) {
 | 
						|
						promise.then(function (response) {
 | 
						|
							const cloned = new Response(response.clone().body, { 'headers': [['content-type', 'application/wasm']] });
 | 
						|
							Godot(me.config.getModuleConfig(loadPath, cloned)).then(function (module) {
 | 
						|
								const paths = me.config.persistentPaths;
 | 
						|
								module['initFS'](paths).then(function (err) {
 | 
						|
									me.rtenv = module;
 | 
						|
									if (me.config.unloadAfterInit) {
 | 
						|
										Engine.unload();
 | 
						|
									}
 | 
						|
									resolve();
 | 
						|
								});
 | 
						|
							});
 | 
						|
						});
 | 
						|
					});
 | 
						|
				}
 | 
						|
				preloader.setProgressFunc(this.config.onProgress);
 | 
						|
				initPromise = doInit(loadPromise);
 | 
						|
				return initPromise;
 | 
						|
			},
 | 
						|
 | 
						|
			/**
 | 
						|
			 * Load a file so it is available in the instance's file system once it runs. Must be called **before** starting the
 | 
						|
			 * instance.
 | 
						|
			 *
 | 
						|
			 * If not provided, the ``path`` is derived from the URL of the loaded file.
 | 
						|
			 *
 | 
						|
			 * @param {string|ArrayBuffer} file The file to preload.
 | 
						|
			 *
 | 
						|
			 * If a ``string`` the file will be loaded from that path.
 | 
						|
			 *
 | 
						|
			 * If an ``ArrayBuffer`` or a view on one, the buffer will used as the content of the file.
 | 
						|
			 *
 | 
						|
			 * @param {string=} path Path by which the file will be accessible. Required, if ``file`` is not a string.
 | 
						|
			 *
 | 
						|
			 * @returns {Promise} A Promise that resolves once the file is loaded.
 | 
						|
			 */
 | 
						|
			preloadFile: function (file, path) {
 | 
						|
				return preloader.preload(file, path, this.config.fileSizes[file]);
 | 
						|
			},
 | 
						|
 | 
						|
			/**
 | 
						|
			 * Start the engine instance using the given override configuration (if any).
 | 
						|
			 * :js:meth:`startGame <Engine.prototype.startGame>` can be used in typical cases instead.
 | 
						|
			 *
 | 
						|
			 * This will initialize the instance if it is not initialized. For manual initialization, see :js:meth:`init <Engine.prototype.init>`.
 | 
						|
			 * The engine must be loaded beforehand.
 | 
						|
			 *
 | 
						|
			 * Fails if a canvas cannot be found on the page, or not specified in the configuration.
 | 
						|
			 *
 | 
						|
			 * @param {EngineConfig} override An optional configuration override.
 | 
						|
			 * @return {Promise} Promise that resolves once the engine started.
 | 
						|
			 */
 | 
						|
			start: function (override) {
 | 
						|
				this.config.update(override);
 | 
						|
				const me = this;
 | 
						|
				return me.init().then(function () {
 | 
						|
					if (!me.rtenv) {
 | 
						|
						return Promise.reject(new Error('The engine must be initialized before it can be started'));
 | 
						|
					}
 | 
						|
 | 
						|
					let config = {};
 | 
						|
					try {
 | 
						|
						config = me.config.getGodotConfig(function () {
 | 
						|
							me.rtenv = null;
 | 
						|
						});
 | 
						|
					} catch (e) {
 | 
						|
						return Promise.reject(e);
 | 
						|
					}
 | 
						|
					// Godot configuration.
 | 
						|
					me.rtenv['initConfig'](config);
 | 
						|
 | 
						|
					// Preload GDExtension libraries.
 | 
						|
					if (me.config.gdextensionLibs.length > 0 && !me.rtenv['loadDynamicLibrary']) {
 | 
						|
						return Promise.reject(new Error('GDExtension libraries are not supported by this engine version. '
 | 
						|
							+ 'Enable "Extensions Support" for your export preset and/or build your custom template with "dlink_enabled=yes".'));
 | 
						|
					}
 | 
						|
					return new Promise(function (resolve, reject) {
 | 
						|
						for (const file of preloader.preloadedFiles) {
 | 
						|
							me.rtenv['copyToFS'](file.path, file.buffer);
 | 
						|
						}
 | 
						|
						preloader.preloadedFiles.length = 0; // Clear memory
 | 
						|
						me.rtenv['callMain'](me.config.args);
 | 
						|
						initPromise = null;
 | 
						|
						me.installServiceWorker();
 | 
						|
						resolve();
 | 
						|
					});
 | 
						|
				});
 | 
						|
			},
 | 
						|
 | 
						|
			/**
 | 
						|
			 * Start the game instance using the given configuration override (if any).
 | 
						|
			 *
 | 
						|
			 * This will initialize the instance if it is not initialized. For manual initialization, see :js:meth:`init <Engine.prototype.init>`.
 | 
						|
			 *
 | 
						|
			 * This will load the engine if it is not loaded, and preload the main pck.
 | 
						|
			 *
 | 
						|
			 * This method expects the initial config (or the override) to have both the :js:attr:`executable` and :js:attr:`mainPack`
 | 
						|
			 * properties set (normally done by the editor during export).
 | 
						|
			 *
 | 
						|
			 * @param {EngineConfig} override An optional configuration override.
 | 
						|
			 * @return {Promise} Promise that resolves once the game started.
 | 
						|
			 */
 | 
						|
			startGame: function (override) {
 | 
						|
				this.config.update(override);
 | 
						|
				// Add main-pack argument.
 | 
						|
				const exe = this.config.executable;
 | 
						|
				const pack = this.config.mainPack || `${exe}.pck`;
 | 
						|
				this.config.args = ['--main-pack', pack].concat(this.config.args);
 | 
						|
				// Start and init with execName as loadPath if not inited.
 | 
						|
				const me = this;
 | 
						|
				return Promise.all([
 | 
						|
					this.init(exe),
 | 
						|
					this.preloadFile(pack, pack),
 | 
						|
				]).then(function () {
 | 
						|
					return me.start.apply(me);
 | 
						|
				});
 | 
						|
			},
 | 
						|
 | 
						|
			/**
 | 
						|
			 * Create a file at the specified ``path`` with the passed as ``buffer`` in the instance's file system.
 | 
						|
			 *
 | 
						|
			 * @param {string} path The location where the file will be created.
 | 
						|
			 * @param {ArrayBuffer} buffer The content of the file.
 | 
						|
			 */
 | 
						|
			copyToFS: function (path, buffer) {
 | 
						|
				if (this.rtenv == null) {
 | 
						|
					throw new Error('Engine must be inited before copying files');
 | 
						|
				}
 | 
						|
				this.rtenv['copyToFS'](path, buffer);
 | 
						|
			},
 | 
						|
 | 
						|
			/**
 | 
						|
			 * Request that the current instance quit.
 | 
						|
			 *
 | 
						|
			 * This is akin the user pressing the close button in the window manager, and will
 | 
						|
			 * have no effect if the engine has crashed, or is stuck in a loop.
 | 
						|
			 *
 | 
						|
			 */
 | 
						|
			requestQuit: function () {
 | 
						|
				if (this.rtenv) {
 | 
						|
					this.rtenv['request_quit']();
 | 
						|
				}
 | 
						|
			},
 | 
						|
 | 
						|
			/**
 | 
						|
			 * Install the progressive-web app service worker.
 | 
						|
			 * @returns {Promise} The service worker registration promise.
 | 
						|
			 */
 | 
						|
			installServiceWorker: function () {
 | 
						|
				if (this.config.serviceWorker && 'serviceWorker' in navigator) {
 | 
						|
					try {
 | 
						|
						return navigator.serviceWorker.register(this.config.serviceWorker);
 | 
						|
					} catch (e) {
 | 
						|
						return Promise.reject(e);
 | 
						|
					}
 | 
						|
				}
 | 
						|
				return Promise.resolve();
 | 
						|
			},
 | 
						|
		};
 | 
						|
 | 
						|
		Engine.prototype = proto;
 | 
						|
		// Closure compiler exported instance methods.
 | 
						|
		Engine.prototype['init'] = Engine.prototype.init;
 | 
						|
		Engine.prototype['preloadFile'] = Engine.prototype.preloadFile;
 | 
						|
		Engine.prototype['start'] = Engine.prototype.start;
 | 
						|
		Engine.prototype['startGame'] = Engine.prototype.startGame;
 | 
						|
		Engine.prototype['copyToFS'] = Engine.prototype.copyToFS;
 | 
						|
		Engine.prototype['requestQuit'] = Engine.prototype.requestQuit;
 | 
						|
		Engine.prototype['installServiceWorker'] = Engine.prototype.installServiceWorker;
 | 
						|
		// Also expose static methods as instance methods
 | 
						|
		Engine.prototype['load'] = Engine.load;
 | 
						|
		Engine.prototype['unload'] = Engine.unload;
 | 
						|
		return new Engine(initConfig);
 | 
						|
	}
 | 
						|
 | 
						|
	// Closure compiler exported static methods.
 | 
						|
	SafeEngine['load'] = Engine.load;
 | 
						|
	SafeEngine['unload'] = Engine.unload;
 | 
						|
 | 
						|
	// Feature-detection utilities.
 | 
						|
	SafeEngine['isWebGLAvailable'] = Features.isWebGLAvailable;
 | 
						|
	SafeEngine['isFetchAvailable'] = Features.isFetchAvailable;
 | 
						|
	SafeEngine['isSecureContext'] = Features.isSecureContext;
 | 
						|
	SafeEngine['isCrossOriginIsolated'] = Features.isCrossOriginIsolated;
 | 
						|
	SafeEngine['isSharedArrayBufferAvailable'] = Features.isSharedArrayBufferAvailable;
 | 
						|
	SafeEngine['isAudioWorkletAvailable'] = Features.isAudioWorkletAvailable;
 | 
						|
	SafeEngine['getMissingFeatures'] = Features.getMissingFeatures;
 | 
						|
 | 
						|
	return SafeEngine;
 | 
						|
}());
 | 
						|
if (typeof window !== 'undefined') {
 | 
						|
	window['Engine'] = Engine;
 | 
						|
}
 |