os_javascript.cpp 7.9 KB

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  1. /*************************************************************************/
  2. /* os_javascript.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 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 "os_javascript.h"
  31. #include "core/debugger/engine_debugger.h"
  32. #include "drivers/unix/dir_access_unix.h"
  33. #include "drivers/unix/file_access_unix.h"
  34. #include "main/main.h"
  35. #include "platform/javascript/display_server_javascript.h"
  36. #include "modules/modules_enabled.gen.h" // For websocket.
  37. #ifdef MODULE_WEBSOCKET_ENABLED
  38. #include "modules/websocket/remote_debugger_peer_websocket.h"
  39. #endif
  40. #include <dlfcn.h>
  41. #include <emscripten.h>
  42. #include <stdlib.h>
  43. #include "godot_js.h"
  44. void OS_JavaScript::alert(const String &p_alert, const String &p_title) {
  45. godot_js_display_alert(p_alert.utf8().get_data());
  46. }
  47. // Lifecycle
  48. void OS_JavaScript::initialize() {
  49. OS_Unix::initialize_core();
  50. DisplayServerJavaScript::register_javascript_driver();
  51. #ifdef MODULE_WEBSOCKET_ENABLED
  52. EngineDebugger::register_uri_handler("ws://", RemoteDebuggerPeerWebSocket::create);
  53. EngineDebugger::register_uri_handler("wss://", RemoteDebuggerPeerWebSocket::create);
  54. #endif
  55. }
  56. void OS_JavaScript::resume_audio() {
  57. AudioDriverJavaScript::resume();
  58. }
  59. void OS_JavaScript::set_main_loop(MainLoop *p_main_loop) {
  60. main_loop = p_main_loop;
  61. }
  62. MainLoop *OS_JavaScript::get_main_loop() const {
  63. return main_loop;
  64. }
  65. void OS_JavaScript::fs_sync_callback() {
  66. get_singleton()->idb_is_syncing = false;
  67. }
  68. bool OS_JavaScript::main_loop_iterate() {
  69. if (is_userfs_persistent() && idb_needs_sync && !idb_is_syncing) {
  70. idb_is_syncing = true;
  71. idb_needs_sync = false;
  72. godot_js_os_fs_sync(&fs_sync_callback);
  73. }
  74. DisplayServer::get_singleton()->process_events();
  75. return Main::iteration();
  76. }
  77. void OS_JavaScript::delete_main_loop() {
  78. if (main_loop) {
  79. memdelete(main_loop);
  80. }
  81. main_loop = nullptr;
  82. }
  83. void OS_JavaScript::finalize() {
  84. delete_main_loop();
  85. for (AudioDriverJavaScript *driver : audio_drivers) {
  86. memdelete(driver);
  87. }
  88. audio_drivers.clear();
  89. }
  90. // Miscellaneous
  91. Error OS_JavaScript::execute(const String &p_path, const List<String> &p_arguments, String *r_pipe, int *r_exitcode, bool read_stderr, Mutex *p_pipe_mutex, bool p_open_console) {
  92. return create_process(p_path, p_arguments);
  93. }
  94. Error OS_JavaScript::create_process(const String &p_path, const List<String> &p_arguments, ProcessID *r_child_id, bool p_open_console) {
  95. Array args;
  96. for (const String &E : p_arguments) {
  97. args.push_back(E);
  98. }
  99. String json_args = Variant(args).to_json_string();
  100. int failed = godot_js_os_execute(json_args.utf8().get_data());
  101. ERR_FAIL_COND_V_MSG(failed, ERR_UNAVAILABLE, "OS::execute() or create_process() must be implemented in JavaScript via 'engine.setOnExecute' if required.");
  102. return OK;
  103. }
  104. Error OS_JavaScript::kill(const ProcessID &p_pid) {
  105. ERR_FAIL_V_MSG(ERR_UNAVAILABLE, "OS::kill() is not available on the HTML5 platform.");
  106. }
  107. int OS_JavaScript::get_process_id() const {
  108. ERR_FAIL_V_MSG(0, "OS::get_process_id() is not available on the HTML5 platform.");
  109. }
  110. int OS_JavaScript::get_processor_count() const {
  111. return godot_js_os_hw_concurrency_get();
  112. }
  113. bool OS_JavaScript::_check_internal_feature_support(const String &p_feature) {
  114. if (p_feature == "html5" || p_feature == "web") {
  115. return true;
  116. }
  117. #ifdef JAVASCRIPT_EVAL_ENABLED
  118. if (p_feature == "javascript") {
  119. return true;
  120. }
  121. #endif
  122. #ifndef NO_THREADS
  123. if (p_feature == "threads") {
  124. return true;
  125. }
  126. #endif
  127. #if WASM_GDNATIVE
  128. if (p_feature == "wasm32") {
  129. return true;
  130. }
  131. #endif
  132. return false;
  133. }
  134. String OS_JavaScript::get_executable_path() const {
  135. return OS::get_executable_path();
  136. }
  137. Error OS_JavaScript::shell_open(String p_uri) {
  138. // Open URI in a new tab, browser will deal with it by protocol.
  139. godot_js_os_shell_open(p_uri.utf8().get_data());
  140. return OK;
  141. }
  142. String OS_JavaScript::get_name() const {
  143. return "HTML5";
  144. }
  145. String OS_JavaScript::get_user_data_dir() const {
  146. return "/userfs";
  147. };
  148. String OS_JavaScript::get_cache_path() const {
  149. return "/home/web_user/.cache";
  150. }
  151. String OS_JavaScript::get_config_path() const {
  152. return "/home/web_user/.config";
  153. }
  154. String OS_JavaScript::get_data_path() const {
  155. return "/home/web_user/.local/share";
  156. }
  157. void OS_JavaScript::file_access_close_callback(const String &p_file, int p_flags) {
  158. OS_JavaScript *os = OS_JavaScript::get_singleton();
  159. if (!(os->is_userfs_persistent() && (p_flags & FileAccess::WRITE))) {
  160. return; // FS persistence is not working or we are not writing.
  161. }
  162. bool is_file_persistent = p_file.begins_with("/userfs");
  163. #ifdef TOOLS_ENABLED
  164. // Hack for editor persistence (can we track).
  165. is_file_persistent = is_file_persistent || p_file.begins_with("/home/web_user/");
  166. #endif
  167. if (is_file_persistent) {
  168. os->idb_needs_sync = true;
  169. }
  170. }
  171. bool OS_JavaScript::is_userfs_persistent() const {
  172. return idb_available;
  173. }
  174. Error OS_JavaScript::open_dynamic_library(const String p_path, void *&p_library_handle, bool p_also_set_library_path) {
  175. String path = p_path.get_file();
  176. p_library_handle = dlopen(path.utf8().get_data(), RTLD_NOW);
  177. ERR_FAIL_COND_V_MSG(!p_library_handle, ERR_CANT_OPEN, "Can't open dynamic library: " + p_path + ". Error: " + dlerror());
  178. return OK;
  179. }
  180. OS_JavaScript *OS_JavaScript::get_singleton() {
  181. return static_cast<OS_JavaScript *>(OS::get_singleton());
  182. }
  183. void OS_JavaScript::initialize_joypads() {
  184. }
  185. OS_JavaScript::OS_JavaScript() {
  186. char locale_ptr[16];
  187. godot_js_config_locale_get(locale_ptr, 16);
  188. setenv("LANG", locale_ptr, true);
  189. if (AudioDriverJavaScript::is_available()) {
  190. #ifdef NO_THREADS
  191. audio_drivers.push_back(memnew(AudioDriverScriptProcessor));
  192. #endif
  193. audio_drivers.push_back(memnew(AudioDriverWorklet));
  194. }
  195. for (int i = 0; i < audio_drivers.size(); i++) {
  196. AudioDriverManager::add_driver(audio_drivers[i]);
  197. }
  198. idb_available = godot_js_os_fs_is_persistent();
  199. Vector<Logger *> loggers;
  200. loggers.push_back(memnew(StdLogger));
  201. _set_logger(memnew(CompositeLogger(loggers)));
  202. FileAccessUnix::close_notification_func = file_access_close_callback;
  203. }