javascript_main.cpp 5.5 KB

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  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. static uint64_t target_ticks = 0;
  37. void exit_callback() {
  38. emscripten_cancel_main_loop(); // After this, we can exit!
  39. Main::cleanup();
  40. int exit_code = OS_JavaScript::get_singleton()->get_exit_code();
  41. memdelete(os);
  42. os = nullptr;
  43. emscripten_force_exit(exit_code); // No matter that we call cancel_main_loop, regular "exit" will not work, forcing.
  44. }
  45. void main_loop_callback() {
  46. uint64_t current_ticks = os->get_ticks_usec();
  47. bool force_draw = DisplayServerJavaScript::get_singleton()->check_size_force_redraw();
  48. if (force_draw) {
  49. Main::force_redraw();
  50. } else if (current_ticks < target_ticks) {
  51. return; // Skip frame.
  52. }
  53. int target_fps = Engine::get_singleton()->get_target_fps();
  54. if (target_fps > 0) {
  55. target_ticks += (uint64_t)(1000000 / target_fps);
  56. }
  57. if (os->main_loop_iterate()) {
  58. emscripten_cancel_main_loop(); // Cancel current loop and wait for finalize_async.
  59. EM_ASM({
  60. // This will contain the list of operations that need to complete before cleanup.
  61. Module.async_finish = [];
  62. });
  63. os->get_main_loop()->finish();
  64. os->finalize_async(); // Will add all the async finish functions.
  65. EM_ASM({
  66. Promise.all(Module.async_finish).then(function() {
  67. Module.async_finish = [];
  68. ccall("cleanup_after_sync", null, []);
  69. });
  70. });
  71. }
  72. }
  73. extern "C" EMSCRIPTEN_KEEPALIVE void cleanup_after_sync() {
  74. emscripten_set_main_loop(exit_callback, -1, false);
  75. }
  76. extern "C" EMSCRIPTEN_KEEPALIVE void main_after_fs_sync(char *p_idbfs_err) {
  77. String idbfs_err = String::utf8(p_idbfs_err);
  78. if (!idbfs_err.empty()) {
  79. print_line("IndexedDB not available: " + idbfs_err);
  80. }
  81. os->set_idb_available(idbfs_err.empty());
  82. // TODO: Check error return value.
  83. Main::setup2(); // Manual second phase.
  84. // Ease up compatibility.
  85. ResourceLoader::set_abort_on_missing_resources(false);
  86. Main::start();
  87. os->get_main_loop()->init();
  88. // Immediately run the first iteration.
  89. // We are inside an animation frame, we want to immediately draw on the newly setup canvas.
  90. main_loop_callback();
  91. emscripten_resume_main_loop();
  92. }
  93. int main(int argc, char *argv[]) {
  94. // Create and mount userfs immediately.
  95. EM_ASM({
  96. FS.mkdir('/userfs');
  97. FS.mount(IDBFS, {}, '/userfs');
  98. });
  99. // Configure locale.
  100. char locale_ptr[16];
  101. /* clang-format off */
  102. EM_ASM({
  103. stringToUTF8(Module['locale'], $0, 16);
  104. }, locale_ptr);
  105. /* clang-format on */
  106. setenv("LANG", locale_ptr, true);
  107. // Ensure the canvas ID.
  108. /* clang-format off */
  109. EM_ASM({
  110. stringToUTF8("#" + Module['canvas'].id, $0, 255);
  111. }, DisplayServerJavaScript::canvas_id);
  112. /* clang-format on */
  113. os = new OS_JavaScript();
  114. Main::setup(argv[0], argc - 1, &argv[1], false);
  115. emscripten_set_main_loop(main_loop_callback, -1, false);
  116. emscripten_pause_main_loop(); // Will need to wait for FS sync.
  117. // Sync from persistent state into memory and then
  118. // run the 'main_after_fs_sync' function.
  119. /* clang-format off */
  120. EM_ASM({
  121. FS.syncfs(true, function(err) {
  122. requestAnimationFrame(function() {
  123. ccall('main_after_fs_sync', null, ['string'], [err ? err.message : ""]);
  124. });
  125. });
  126. });
  127. /* clang-format on */
  128. return 0;
  129. // Continued async in main_after_fs_sync() from the syncfs() callback.
  130. }