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	 2668ca7a8c
			
		
	
	
		2668ca7a8c
		
	
	
	
	
		
			
			We used to only persist specific sub-folder of /home/web_user/ when running the Web Editor. This resulted in bad UX about default project creation path etc. This PR makes the whole folder persistent, move the zip preloading to a different folder (to avoid persisting it), and automatically prompt the user to import it if present.
		
			
				
	
	
		
			103 lines
		
	
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
	
		
			4.2 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) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 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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| 
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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/os_javascript.h"
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| 
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| #include "godot_js.h"
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| 
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| #include <emscripten/emscripten.h>
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| #include <stdlib.h>
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| 
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| static OS_JavaScript *os = NULL;
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| static uint64_t target_ticks = 0;
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| 
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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 = NULL;
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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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| 
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| void cleanup_after_sync() {
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| 	emscripten_set_main_loop(exit_callback, -1, false);
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| }
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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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| 
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| 	bool force_draw = os->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 && !force_draw) {
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| 		return; // Skip frame.
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| 	}
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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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| 		os->get_main_loop()->finish();
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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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| extern EMSCRIPTEN_KEEPALIVE int godot_js_main(int argc, char *argv[]) {
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| 	// Set locale
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| 	char locale_ptr[16];
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| 	godot_js_config_locale_get(locale_ptr, sizeof(locale_ptr));
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| 	setenv("LANG", locale_ptr, true);
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| 
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| 	os = new OS_JavaScript();
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| 
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| 	Main::setup(argv[0], argc - 1, &argv[1]);
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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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| #ifdef TOOLS_ENABLED
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| 	if (Main::is_project_manager() && FileAccess::exists("/tmp/preload.zip")) {
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| 		PoolStringArray ps;
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| 		ps.push_back("/tmp/preload.zip");
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| 		os->get_main_loop()->emit_signal("files_dropped", ps, -1);
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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 0;
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| }
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