godot/platform/javascript/javascript_main.cpp
Fabio Alessandrelli dccd71c7a3 JS synchronous start, better persistent FS sync.
The engine now expects to emscripten FS to be setup and sync-ed before
main is called. This is exposed via `Module["initFS"]` which also allows
to setup multiple persistence paths (internal use only for now).

Additionally, FS syncing is done **once** for every loop if at least one
file in a persistent path was open for writing and closed, and if the FS
is not syncing already.

This should potentially fix issues reported by users where "autosave"
would not work on the web (never calling `syncfs` because of too many
writes).
2020-09-23 09:51:06 +02:00

165 lines
5.9 KiB
C++

/*************************************************************************/
/* javascript_main.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/io/resource_loader.h"
#include "main/main.h"
#include "platform/javascript/display_server_javascript.h"
#include "platform/javascript/os_javascript.h"
#include <emscripten/emscripten.h>
#include <stdlib.h>
static OS_JavaScript *os = nullptr;
static uint64_t target_ticks = 0;
extern "C" EMSCRIPTEN_KEEPALIVE void _request_quit_callback(char *p_filev[], int p_filec) {
DisplayServerJavaScript *ds = DisplayServerJavaScript::get_singleton();
if (ds) {
Variant event = int(DisplayServer::WINDOW_EVENT_CLOSE_REQUEST);
Variant *eventp = &event;
Variant ret;
Callable::CallError ce;
ds->window_event_callback.call((const Variant **)&eventp, 1, ret, ce);
}
}
void exit_callback() {
emscripten_cancel_main_loop(); // After this, we can exit!
Main::cleanup();
int exit_code = OS_JavaScript::get_singleton()->get_exit_code();
memdelete(os);
os = nullptr;
emscripten_force_exit(exit_code); // No matter that we call cancel_main_loop, regular "exit" will not work, forcing.
}
void main_loop_callback() {
uint64_t current_ticks = os->get_ticks_usec();
bool force_draw = DisplayServerJavaScript::get_singleton()->check_size_force_redraw();
if (force_draw) {
Main::force_redraw();
} else if (current_ticks < target_ticks) {
return; // Skip frame.
}
int target_fps = Engine::get_singleton()->get_target_fps();
if (target_fps > 0) {
target_ticks += (uint64_t)(1000000 / target_fps);
}
if (os->main_loop_iterate()) {
emscripten_cancel_main_loop(); // Cancel current loop and wait for finalize_async.
/* clang-format off */
EM_ASM({
// This will contain the list of operations that need to complete before cleanup.
Module.async_finish = [
// Always contains at least one async promise, to avoid firing immediately if nothing is added.
new Promise(function(accept, reject) {
setTimeout(accept, 0);
})
];
});
/* clang-format on */
os->get_main_loop()->finish();
os->finalize_async(); // Will add all the async finish functions.
/* clang-format off */
EM_ASM({
Promise.all(Module.async_finish).then(function() {
Module.async_finish = [];
return new Promise(function(accept, reject) {
if (!Module.idbfs) {
accept();
return;
}
FS.syncfs(function(error) {
if (error) {
err('Failed to save IDB file system: ' + error.message);
}
accept();
});
});
}).then(function() {
ccall("cleanup_after_sync", null, []);
});
});
/* clang-format on */
}
}
extern "C" EMSCRIPTEN_KEEPALIVE void cleanup_after_sync() {
emscripten_set_main_loop(exit_callback, -1, false);
}
/// When calling main, it is assumed FS is setup and synced.
int main(int argc, char *argv[]) {
// Configure locale.
char locale_ptr[16];
/* clang-format off */
EM_ASM({
stringToUTF8(Module['locale'], $0, 16);
}, locale_ptr);
/* clang-format on */
setenv("LANG", locale_ptr, true);
// Ensure the canvas ID.
/* clang-format off */
EM_ASM({
stringToUTF8("#" + Module['canvas'].id, $0, 255);
}, DisplayServerJavaScript::canvas_id);
/* clang-format on */
os = new OS_JavaScript();
os->set_idb_available((bool)EM_ASM_INT({ return Module.idbfs }));
// We must override main when testing is enabled
TEST_MAIN_OVERRIDE
Main::setup(argv[0], argc - 1, &argv[1]);
// Ease up compatibility.
ResourceLoader::set_abort_on_missing_resources(false);
Main::start();
os->get_main_loop()->init();
// Expose method for requesting quit.
/* clang-format off */
EM_ASM({
Module['request_quit'] = function() {
ccall("_request_quit_callback", null, []);
};
});
/* clang-format on */
emscripten_set_main_loop(main_loop_callback, -1, false);
// Immediately run the first iteration.
// We are inside an animation frame, we want to immediately draw on the newly setup canvas.
main_loop_callback();
return 0;
}