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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/platform/web/web_main.cpp
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/**************************************************************************/
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/* web_main.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "display_server_web.h"
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#include "godot_js.h"
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#include "os_web.h"
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#include "core/config/engine.h"
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#include "core/io/file_access.h"
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#include "core/io/resource_loader.h"
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#include "core/profiling/profiling.h"
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#include "main/main.h"
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#include "scene/main/scene_tree.h"
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#include "scene/main/window.h" // SceneTree only forward declares it.
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#ifdef TOOLS_ENABLED
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#include "editor/web_tools_editor_plugin.h"
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#endif
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#include <emscripten/emscripten.h>
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#include <cstdlib>
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static OS_Web *os = nullptr;
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#ifndef PROXY_TO_PTHREAD_ENABLED
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static uint64_t target_ticks = 0;
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#endif
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static bool main_started = false;
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static bool shutdown_complete = false;
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void exit_callback() {
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if (!shutdown_complete) {
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return; // Still waiting.
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}
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if (main_started) {
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Main::cleanup();
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main_started = false;
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}
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int exit_code = OS_Web::get_singleton()->get_exit_code();
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memdelete(os);
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os = nullptr;
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godot_cleanup_profiler();
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emscripten_force_exit(exit_code); // Exit runtime.
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}
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void cleanup_after_sync() {
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shutdown_complete = true;
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}
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void main_loop_callback() {
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#ifndef PROXY_TO_PTHREAD_ENABLED
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uint64_t current_ticks = os->get_ticks_usec();
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#endif
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bool force_draw = DisplayServerWeb::get_singleton()->check_size_force_redraw();
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if (force_draw) {
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Main::force_redraw();
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#ifndef PROXY_TO_PTHREAD_ENABLED
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} else if (current_ticks < target_ticks) {
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return; // Skip frame.
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#endif
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}
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#ifndef PROXY_TO_PTHREAD_ENABLED
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int max_fps = Engine::get_singleton()->get_max_fps();
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if (max_fps > 0) {
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if (current_ticks - target_ticks > 1000000) {
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// When the window loses focus, we stop getting updates and accumulate delay.
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// For this reason, if the difference is too big, we reset target ticks to the current ticks.
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target_ticks = current_ticks;
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}
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target_ticks += (uint64_t)(1000000 / max_fps);
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}
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#endif
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if (os->main_loop_iterate()) {
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emscripten_cancel_main_loop(); // Cancel current loop and set the cleanup one.
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emscripten_set_main_loop(exit_callback, -1, false);
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godot_js_os_finish_async(cleanup_after_sync);
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}
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}
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void print_web_header() {
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// Emscripten.
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char *emscripten_version_char = godot_js_emscripten_get_version();
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String emscripten_version = vformat("Emscripten %s", emscripten_version_char);
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// `free()` is used here because it's not memory that was allocated by Godot.
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free(emscripten_version_char);
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// Build features.
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String thread_support = OS::get_singleton()->has_feature("threads")
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? "multi-threaded"
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: "single-threaded";
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String extensions_support = OS::get_singleton()->has_feature("web_extensions")
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? "GDExtension support"
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: "no GDExtension support";
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Vector<String> build_configuration = { emscripten_version, thread_support, extensions_support };
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print_line(vformat("Build configuration: %s.", String(", ").join(build_configuration)));
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}
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/// When calling main, it is assumed FS is setup and synced.
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extern EMSCRIPTEN_KEEPALIVE int godot_web_main(int argc, char *argv[]) {
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godot_init_profiler();
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os = new OS_Web();
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#ifdef TOOLS_ENABLED
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WebToolsEditorPlugin::initialize();
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#endif
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// We must override main when testing is enabled
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TEST_MAIN_OVERRIDE
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Error err = Main::setup(argv[0], argc - 1, &argv[1]);
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// Proper shutdown in case of setup failure.
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if (err != OK) {
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// Will only exit after sync.
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emscripten_set_main_loop(exit_callback, -1, false);
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godot_js_os_finish_async(cleanup_after_sync);
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if (err == ERR_HELP) { // Returned by --help and --version, so success.
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return EXIT_SUCCESS;
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}
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return EXIT_FAILURE;
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}
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print_web_header();
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main_started = true;
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// Ease up compatibility.
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ResourceLoader::set_abort_on_missing_resources(false);
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int ret = Main::start();
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os->set_exit_code(ret);
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os->get_main_loop()->initialize();
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_project_manager_hint() && FileAccess::exists("/tmp/preload.zip")) {
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PackedStringArray ps;
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ps.push_back("/tmp/preload.zip");
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SceneTree::get_singleton()->get_root()->emit_signal(SNAME("files_dropped"), ps);
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}
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#endif
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emscripten_set_main_loop(main_loop_callback, -1, false);
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// Immediately run the first iteration.
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// We are inside an animation frame, we want to immediately draw on the newly setup canvas.
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main_loop_callback();
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return os->get_exit_code();
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}
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