/**************************************************************************/ /* web_main.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "display_server_web.h" #include "godot_js.h" #include "os_web.h" #include "core/config/engine.h" #include "core/io/resource_loader.h" #include "main/main.h" #include "scene/main/scene_tree.h" #include "scene/main/window.h" // SceneTree only forward declares it. #ifdef TOOLS_ENABLED #include "editor/web_tools_editor_plugin.h" #endif #include #include static OS_Web *os = nullptr; #ifndef PROXY_TO_PTHREAD_ENABLED static uint64_t target_ticks = 0; #endif static bool main_started = false; static bool shutdown_complete = false; void exit_callback() { if (!shutdown_complete) { return; // Still waiting. } if (main_started) { Main::cleanup(); main_started = false; } int exit_code = OS_Web::get_singleton()->get_exit_code(); memdelete(os); os = nullptr; emscripten_force_exit(exit_code); // Exit runtime. } void cleanup_after_sync() { shutdown_complete = true; } void main_loop_callback() { #ifndef PROXY_TO_PTHREAD_ENABLED uint64_t current_ticks = os->get_ticks_usec(); #endif bool force_draw = DisplayServerWeb::get_singleton()->check_size_force_redraw(); if (force_draw) { Main::force_redraw(); #ifndef PROXY_TO_PTHREAD_ENABLED } else if (current_ticks < target_ticks) { return; // Skip frame. #endif } #ifndef PROXY_TO_PTHREAD_ENABLED int max_fps = Engine::get_singleton()->get_max_fps(); if (max_fps > 0) { if (current_ticks - target_ticks > 1000000) { // When the window loses focus, we stop getting updates and accumulate delay. // For this reason, if the difference is too big, we reset target ticks to the current ticks. target_ticks = current_ticks; } target_ticks += (uint64_t)(1000000 / max_fps); } #endif if (os->main_loop_iterate()) { emscripten_cancel_main_loop(); // Cancel current loop and set the cleanup one. emscripten_set_main_loop(exit_callback, -1, false); godot_js_os_finish_async(cleanup_after_sync); } } /// When calling main, it is assumed FS is setup and synced. extern EMSCRIPTEN_KEEPALIVE int godot_web_main(int argc, char *argv[]) { os = new OS_Web(); #ifdef TOOLS_ENABLED WebToolsEditorPlugin::initialize(); #endif // We must override main when testing is enabled TEST_MAIN_OVERRIDE Error err = Main::setup(argv[0], argc - 1, &argv[1]); // Proper shutdown in case of setup failure. if (err != OK) { // Will only exit after sync. emscripten_set_main_loop(exit_callback, -1, false); godot_js_os_finish_async(cleanup_after_sync); if (err == ERR_HELP) { // Returned by --help and --version, so success. return EXIT_SUCCESS; } return EXIT_FAILURE; } main_started = true; // Ease up compatibility. ResourceLoader::set_abort_on_missing_resources(false); int ret = Main::start(); os->set_exit_code(ret); os->get_main_loop()->initialize(); #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_project_manager_hint() && FileAccess::exists("/tmp/preload.zip")) { PackedStringArray ps; ps.push_back("/tmp/preload.zip"); SceneTree::get_singleton()->get_root()->emit_signal(SNAME("files_dropped"), ps); } #endif 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 os->get_exit_code(); }