javascript_main.cpp 5.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135
  1. /*************************************************************************/
  2. /* javascript_main.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "core/io/resource_loader.h"
  31. #include "main/main.h"
  32. #include "platform/javascript/display_server_javascript.h"
  33. #include "platform/javascript/os_javascript.h"
  34. #include <emscripten/emscripten.h>
  35. static OS_JavaScript *os = nullptr;
  36. void exit_callback() {
  37. emscripten_cancel_main_loop(); // After this, we can exit!
  38. Main::cleanup();
  39. int exit_code = OS_JavaScript::get_singleton()->get_exit_code();
  40. memdelete(os);
  41. os = nullptr;
  42. emscripten_force_exit(exit_code); // No matter that we call cancel_main_loop, regular "exit" will not work, forcing.
  43. }
  44. void main_loop_callback() {
  45. bool force_draw = DisplayServerJavaScript::get_singleton()->check_size_force_redraw();
  46. if (force_draw) {
  47. Main::force_redraw();
  48. }
  49. if (os->main_loop_iterate()) {
  50. emscripten_cancel_main_loop(); // Cancel current loop and wait for finalize_async.
  51. EM_ASM({
  52. // This will contain the list of operations that need to complete before cleanup.
  53. Module.async_finish = [];
  54. });
  55. os->get_main_loop()->finish();
  56. os->finalize_async(); // Will add all the async finish functions.
  57. EM_ASM({
  58. Promise.all(Module.async_finish).then(function() {
  59. Module.async_finish = [];
  60. ccall("cleanup_after_sync", null, []);
  61. });
  62. });
  63. }
  64. }
  65. extern "C" EMSCRIPTEN_KEEPALIVE void cleanup_after_sync() {
  66. emscripten_set_main_loop(exit_callback, -1, false);
  67. }
  68. extern "C" EMSCRIPTEN_KEEPALIVE void main_after_fs_sync(char *p_idbfs_err) {
  69. String idbfs_err = String::utf8(p_idbfs_err);
  70. if (!idbfs_err.empty()) {
  71. print_line("IndexedDB not available: " + idbfs_err);
  72. }
  73. os->set_idb_available(idbfs_err.empty());
  74. // TODO: Check error return value.
  75. Main::setup2(); // Manual second phase.
  76. // Ease up compatibility.
  77. ResourceLoader::set_abort_on_missing_resources(false);
  78. Main::start();
  79. os->get_main_loop()->init();
  80. // Immediately run the first iteration.
  81. // We are inside an animation frame, we want to immediately draw on the newly setup canvas.
  82. main_loop_callback();
  83. emscripten_resume_main_loop();
  84. }
  85. int main(int argc, char *argv[]) {
  86. // Create and mount userfs immediately.
  87. EM_ASM({
  88. FS.mkdir('/userfs');
  89. FS.mount(IDBFS, {}, '/userfs');
  90. });
  91. // Configure locale.
  92. char locale_ptr[16];
  93. /* clang-format off */
  94. EM_ASM({
  95. stringToUTF8(Module['locale'], $0, 16);
  96. }, locale_ptr);
  97. /* clang-format on */
  98. setenv("LANG", locale_ptr, true);
  99. // Ensure the canvas ID.
  100. /* clang-format off */
  101. EM_ASM({
  102. stringToUTF8("#" + Module['canvas'].id, $0, 255);
  103. }, DisplayServerJavaScript::canvas_id);
  104. /* clang-format on */
  105. os = new OS_JavaScript();
  106. Main::setup(argv[0], argc - 1, &argv[1], false);
  107. emscripten_set_main_loop(main_loop_callback, -1, false);
  108. emscripten_pause_main_loop(); // Will need to wait for FS sync.
  109. // Sync from persistent state into memory and then
  110. // run the 'main_after_fs_sync' function.
  111. /* clang-format off */
  112. EM_ASM({
  113. FS.syncfs(true, function(err) {
  114. requestAnimationFrame(function() {
  115. ccall('main_after_fs_sync', null, ['string'], [err ? err.message : ""]);
  116. });
  117. });
  118. });
  119. /* clang-format on */
  120. return 0;
  121. // Continued async in main_after_fs_sync() from the syncfs() callback.
  122. }