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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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 "display_server_web.h"
  31. #include "godot_js.h"
  32. #include "os_web.h"
  33. #include "core/config/engine.h"
  34. #include "core/io/resource_loader.h"
  35. #include "main/main.h"
  36. #include "scene/main/scene_tree.h"
  37. #include <emscripten/emscripten.h>
  38. #include <stdlib.h>
  39. static OS_Web *os = nullptr;
  40. #ifndef PROXY_TO_PTHREAD_ENABLED
  41. static uint64_t target_ticks = 0;
  42. #endif
  43. static bool main_started = false;
  44. static bool shutdown_complete = false;
  45. void exit_callback() {
  46. if (!shutdown_complete) {
  47. return; // Still waiting.
  48. }
  49. if (main_started) {
  50. Main::cleanup();
  51. main_started = false;
  52. }
  53. int exit_code = OS_Web::get_singleton()->get_exit_code();
  54. memdelete(os);
  55. os = nullptr;
  56. emscripten_force_exit(exit_code); // Exit runtime.
  57. }
  58. void cleanup_after_sync() {
  59. shutdown_complete = true;
  60. }
  61. void main_loop_callback() {
  62. #ifndef PROXY_TO_PTHREAD_ENABLED
  63. uint64_t current_ticks = os->get_ticks_usec();
  64. #endif
  65. bool force_draw = DisplayServerWeb::get_singleton()->check_size_force_redraw();
  66. if (force_draw) {
  67. Main::force_redraw();
  68. #ifndef PROXY_TO_PTHREAD_ENABLED
  69. } else if (current_ticks < target_ticks) {
  70. return; // Skip frame.
  71. #endif
  72. }
  73. #ifndef PROXY_TO_PTHREAD_ENABLED
  74. int max_fps = Engine::get_singleton()->get_max_fps();
  75. if (max_fps > 0) {
  76. if (current_ticks - target_ticks > 1000000) {
  77. // When the window loses focus, we stop getting updates and accumulate delay.
  78. // For this reason, if the difference is too big, we reset target ticks to the current ticks.
  79. target_ticks = current_ticks;
  80. }
  81. target_ticks += (uint64_t)(1000000 / max_fps);
  82. }
  83. #endif
  84. if (os->main_loop_iterate()) {
  85. emscripten_cancel_main_loop(); // Cancel current loop and set the cleanup one.
  86. emscripten_set_main_loop(exit_callback, -1, false);
  87. godot_js_os_finish_async(cleanup_after_sync);
  88. }
  89. }
  90. /// When calling main, it is assumed FS is setup and synced.
  91. extern EMSCRIPTEN_KEEPALIVE int godot_web_main(int argc, char *argv[]) {
  92. os = new OS_Web();
  93. // We must override main when testing is enabled
  94. TEST_MAIN_OVERRIDE
  95. Error err = Main::setup(argv[0], argc - 1, &argv[1]);
  96. // Proper shutdown in case of setup failure.
  97. if (err != OK) {
  98. // Will only exit after sync.
  99. emscripten_set_main_loop(exit_callback, -1, false);
  100. godot_js_os_finish_async(cleanup_after_sync);
  101. if (err == ERR_HELP) { // Returned by --help and --version, so success.
  102. return EXIT_SUCCESS;
  103. }
  104. return EXIT_FAILURE;
  105. }
  106. main_started = true;
  107. // Ease up compatibility.
  108. ResourceLoader::set_abort_on_missing_resources(false);
  109. int ret = Main::start();
  110. os->set_exit_code(ret);
  111. os->get_main_loop()->initialize();
  112. #ifdef TOOLS_ENABLED
  113. if (Engine::get_singleton()->is_project_manager_hint() && FileAccess::exists("/tmp/preload.zip")) {
  114. PackedStringArray ps;
  115. ps.push_back("/tmp/preload.zip");
  116. SceneTree::get_singleton()->get_root()->emit_signal(SNAME("files_dropped"), ps);
  117. }
  118. #endif
  119. emscripten_set_main_loop(main_loop_callback, -1, false);
  120. // Immediately run the first iteration.
  121. // We are inside an animation frame, we want to immediately draw on the newly setup canvas.
  122. main_loop_callback();
  123. return os->get_exit_code();
  124. }