Fix WebXR after changing Emscripten configuration noExitRuntime to false
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@ -28,7 +28,7 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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const GodotWebXR = {
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$GodotWebXR__deps: ['$Browser', '$GL', '$GodotRuntime'],
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$GodotWebXR__deps: ['$Browser', '$GL', '$GodotRuntime', '$runtimeKeepalivePush', '$runtimeKeepalivePop'],
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$GodotWebXR: {
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gl: null,
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@ -69,7 +69,9 @@ const GodotWebXR = {
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// gets picked up automatically, however, in the Oculus Browser
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// on the Quest, we need to pause and resume the main loop.
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Browser.mainLoop.pause();
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runtimeKeepalivePush(); // eslint-disable-line no-undef
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window.setTimeout(function () {
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runtimeKeepalivePop(); // eslint-disable-line no-undef
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Browser.mainLoop.resume();
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}, 0);
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},
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