web_main.cpp 5.2 KB

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  1. /*************************************************************************/
  2. /* web_main.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 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/config/engine.h"
  31. #include "core/io/resource_loader.h"
  32. #include "main/main.h"
  33. #include "platform/web/display_server_web.h"
  34. #include "platform/web/os_web.h"
  35. #include <emscripten/emscripten.h>
  36. #include <stdlib.h>
  37. #include "godot_js.h"
  38. static OS_Web *os = nullptr;
  39. static uint64_t target_ticks = 0;
  40. void exit_callback() {
  41. emscripten_cancel_main_loop(); // After this, we can exit!
  42. Main::cleanup();
  43. int exit_code = OS_Web::get_singleton()->get_exit_code();
  44. memdelete(os);
  45. os = nullptr;
  46. emscripten_force_exit(exit_code); // No matter that we call cancel_main_loop, regular "exit" will not work, forcing.
  47. }
  48. void cleanup_after_sync() {
  49. emscripten_set_main_loop(exit_callback, -1, false);
  50. }
  51. void early_cleanup() {
  52. emscripten_cancel_main_loop(); // After this, we can exit!
  53. int exit_code = OS_Web::get_singleton()->get_exit_code();
  54. memdelete(os);
  55. os = nullptr;
  56. emscripten_force_exit(exit_code); // No matter that we call cancel_main_loop, regular "exit" will not work, forcing.
  57. }
  58. void early_cleanup_sync() {
  59. emscripten_set_main_loop(early_cleanup, -1, false);
  60. }
  61. void main_loop_callback() {
  62. uint64_t current_ticks = os->get_ticks_usec();
  63. bool force_draw = DisplayServerWeb::get_singleton()->check_size_force_redraw();
  64. if (force_draw) {
  65. Main::force_redraw();
  66. } else if (current_ticks < target_ticks) {
  67. return; // Skip frame.
  68. }
  69. int max_fps = Engine::get_singleton()->get_max_fps();
  70. if (max_fps > 0) {
  71. if (current_ticks - target_ticks > 1000000) {
  72. // When the window loses focus, we stop getting updates and accumulate delay.
  73. // For this reason, if the difference is too big, we reset target ticks to the current ticks.
  74. target_ticks = current_ticks;
  75. }
  76. target_ticks += (uint64_t)(1000000 / max_fps);
  77. }
  78. if (os->main_loop_iterate()) {
  79. emscripten_cancel_main_loop(); // Cancel current loop and wait for cleanup_after_sync.
  80. godot_js_os_finish_async(cleanup_after_sync);
  81. }
  82. }
  83. /// When calling main, it is assumed FS is setup and synced.
  84. extern EMSCRIPTEN_KEEPALIVE int godot_web_main(int argc, char *argv[]) {
  85. os = new OS_Web();
  86. // We must override main when testing is enabled
  87. TEST_MAIN_OVERRIDE
  88. Error err = Main::setup(argv[0], argc - 1, &argv[1]);
  89. // Proper shutdown in case of setup failure.
  90. if (err != OK) {
  91. int exit_code = (int)err;
  92. if (err == ERR_HELP) {
  93. exit_code = 0; // Called with --help.
  94. }
  95. os->set_exit_code(exit_code);
  96. // Will only exit after sync.
  97. godot_js_os_finish_async(early_cleanup_sync);
  98. return exit_code;
  99. }
  100. // Ease up compatibility.
  101. ResourceLoader::set_abort_on_missing_resources(false);
  102. Main::start();
  103. os->get_main_loop()->initialize();
  104. #ifdef TOOLS_ENABLED
  105. if (Engine::get_singleton()->is_project_manager_hint() && FileAccess::exists("/tmp/preload.zip")) {
  106. PackedStringArray ps;
  107. ps.push_back("/tmp/preload.zip");
  108. os->get_main_loop()->emit_signal(SNAME("files_dropped"), ps, -1);
  109. }
  110. #endif
  111. emscripten_set_main_loop(main_loop_callback, -1, false);
  112. // Immediately run the first iteration.
  113. // We are inside an animation frame, we want to immediately draw on the newly setup canvas.
  114. main_loop_callback();
  115. return 0;
  116. }