web_main.cpp 5.4 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 "scene/main/window.h" // SceneTree only forward declares it.
  38. #ifdef TOOLS_ENABLED
  39. #include "editor/web_tools_editor_plugin.h"
  40. #endif
  41. #include <emscripten/emscripten.h>
  42. #include <stdlib.h>
  43. static OS_Web *os = nullptr;
  44. #ifndef PROXY_TO_PTHREAD_ENABLED
  45. static uint64_t target_ticks = 0;
  46. #endif
  47. static bool main_started = false;
  48. static bool shutdown_complete = false;
  49. void exit_callback() {
  50. if (!shutdown_complete) {
  51. return; // Still waiting.
  52. }
  53. if (main_started) {
  54. Main::cleanup();
  55. main_started = false;
  56. }
  57. int exit_code = OS_Web::get_singleton()->get_exit_code();
  58. memdelete(os);
  59. os = nullptr;
  60. emscripten_force_exit(exit_code); // Exit runtime.
  61. }
  62. void cleanup_after_sync() {
  63. shutdown_complete = true;
  64. }
  65. void main_loop_callback() {
  66. #ifndef PROXY_TO_PTHREAD_ENABLED
  67. uint64_t current_ticks = os->get_ticks_usec();
  68. #endif
  69. bool force_draw = DisplayServerWeb::get_singleton()->check_size_force_redraw();
  70. if (force_draw) {
  71. Main::force_redraw();
  72. #ifndef PROXY_TO_PTHREAD_ENABLED
  73. } else if (current_ticks < target_ticks) {
  74. return; // Skip frame.
  75. #endif
  76. }
  77. #ifndef PROXY_TO_PTHREAD_ENABLED
  78. int max_fps = Engine::get_singleton()->get_max_fps();
  79. if (max_fps > 0) {
  80. if (current_ticks - target_ticks > 1000000) {
  81. // When the window loses focus, we stop getting updates and accumulate delay.
  82. // For this reason, if the difference is too big, we reset target ticks to the current ticks.
  83. target_ticks = current_ticks;
  84. }
  85. target_ticks += (uint64_t)(1000000 / max_fps);
  86. }
  87. #endif
  88. if (os->main_loop_iterate()) {
  89. emscripten_cancel_main_loop(); // Cancel current loop and set the cleanup one.
  90. emscripten_set_main_loop(exit_callback, -1, false);
  91. godot_js_os_finish_async(cleanup_after_sync);
  92. }
  93. }
  94. /// When calling main, it is assumed FS is setup and synced.
  95. extern EMSCRIPTEN_KEEPALIVE int godot_web_main(int argc, char *argv[]) {
  96. os = new OS_Web();
  97. #ifdef TOOLS_ENABLED
  98. WebToolsEditorPlugin::initialize();
  99. #endif
  100. // We must override main when testing is enabled
  101. TEST_MAIN_OVERRIDE
  102. Error err = Main::setup(argv[0], argc - 1, &argv[1]);
  103. // Proper shutdown in case of setup failure.
  104. if (err != OK) {
  105. // Will only exit after sync.
  106. emscripten_set_main_loop(exit_callback, -1, false);
  107. godot_js_os_finish_async(cleanup_after_sync);
  108. if (err == ERR_HELP) { // Returned by --help and --version, so success.
  109. return EXIT_SUCCESS;
  110. }
  111. return EXIT_FAILURE;
  112. }
  113. main_started = true;
  114. // Ease up compatibility.
  115. ResourceLoader::set_abort_on_missing_resources(false);
  116. int ret = Main::start();
  117. os->set_exit_code(ret);
  118. os->get_main_loop()->initialize();
  119. #ifdef TOOLS_ENABLED
  120. if (Engine::get_singleton()->is_project_manager_hint() && FileAccess::exists("/tmp/preload.zip")) {
  121. PackedStringArray ps;
  122. ps.push_back("/tmp/preload.zip");
  123. SceneTree::get_singleton()->get_root()->emit_signal(SNAME("files_dropped"), ps);
  124. }
  125. #endif
  126. emscripten_set_main_loop(main_loop_callback, -1, false);
  127. // Immediately run the first iteration.
  128. // We are inside an animation frame, we want to immediately draw on the newly setup canvas.
  129. main_loop_callback();
  130. return os->get_exit_code();
  131. }