579342810f
Implements exit codes into the engine so tests can return their statuses. Ideally we don't do this, and we use FIXUP logic to 'begin' and 'end' the engine execution for tests specifically. Since realistically we're initialising the engine here we don't want to do that, since String should not require an engine startup to test a single header. This lowers the complexity of running the unit tests and even for physics should be possible to implement such a fix.
157 lines
5.8 KiB
C++
157 lines
5.8 KiB
C++
/*************************************************************************/
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/* javascript_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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 "core/io/resource_loader.h"
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#include "main/main.h"
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#include "platform/javascript/display_server_javascript.h"
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#include "platform/javascript/os_javascript.h"
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#include <emscripten/emscripten.h>
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static OS_JavaScript *os = nullptr;
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static uint64_t target_ticks = 0;
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void exit_callback() {
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emscripten_cancel_main_loop(); // After this, we can exit!
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Main::cleanup();
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int exit_code = OS_JavaScript::get_singleton()->get_exit_code();
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memdelete(os);
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os = nullptr;
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emscripten_force_exit(exit_code); // No matter that we call cancel_main_loop, regular "exit" will not work, forcing.
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}
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void main_loop_callback() {
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uint64_t current_ticks = os->get_ticks_usec();
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bool force_draw = DisplayServerJavaScript::get_singleton()->check_size_force_redraw();
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if (force_draw) {
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Main::force_redraw();
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} else if (current_ticks < target_ticks) {
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return; // Skip frame.
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}
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int target_fps = Engine::get_singleton()->get_target_fps();
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if (target_fps > 0) {
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target_ticks += (uint64_t)(1000000 / target_fps);
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}
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if (os->main_loop_iterate()) {
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emscripten_cancel_main_loop(); // Cancel current loop and wait for finalize_async.
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/* clang-format off */
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EM_ASM({
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// This will contain the list of operations that need to complete before cleanup.
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Module.async_finish = [
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// Always contains at least one async promise, to avoid firing immediately if nothing is added.
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new Promise(function(accept, reject) {
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setTimeout(accept, 0);
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})
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];
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});
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/* clang-format on */
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os->get_main_loop()->finish();
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os->finalize_async(); // Will add all the async finish functions.
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EM_ASM({
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Promise.all(Module.async_finish).then(function() {
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Module.async_finish = [];
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ccall("cleanup_after_sync", null, []);
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});
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});
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}
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}
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extern "C" EMSCRIPTEN_KEEPALIVE void cleanup_after_sync() {
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emscripten_set_main_loop(exit_callback, -1, false);
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}
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extern "C" EMSCRIPTEN_KEEPALIVE void main_after_fs_sync(char *p_idbfs_err) {
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String idbfs_err = String::utf8(p_idbfs_err);
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if (!idbfs_err.empty()) {
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print_line("IndexedDB not available: " + idbfs_err);
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}
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os->set_idb_available(idbfs_err.empty());
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// TODO: Check error return value.
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Main::setup2(); // Manual second phase.
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// Ease up compatibility.
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ResourceLoader::set_abort_on_missing_resources(false);
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Main::start();
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os->get_main_loop()->init();
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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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emscripten_resume_main_loop();
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}
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int main(int argc, char *argv[]) {
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// Create and mount userfs immediately.
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EM_ASM({
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FS.mkdir('/userfs');
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FS.mount(IDBFS, {}, '/userfs');
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});
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// Configure locale.
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char locale_ptr[16];
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/* clang-format off */
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EM_ASM({
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stringToUTF8(Module['locale'], $0, 16);
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}, locale_ptr);
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/* clang-format on */
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setenv("LANG", locale_ptr, true);
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// Ensure the canvas ID.
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/* clang-format off */
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EM_ASM({
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stringToUTF8("#" + Module['canvas'].id, $0, 255);
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}, DisplayServerJavaScript::canvas_id);
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/* clang-format on */
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os = new OS_JavaScript();
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// We must override main when testing is enabled
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TEST_MAIN_OVERRIDE
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Main::setup(argv[0], argc - 1, &argv[1], false);
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emscripten_set_main_loop(main_loop_callback, -1, false);
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emscripten_pause_main_loop(); // Will need to wait for FS sync.
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// Sync from persistent state into memory and then
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// run the 'main_after_fs_sync' function.
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/* clang-format off */
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EM_ASM({
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FS.syncfs(true, function(err) {
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requestAnimationFrame(function() {
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ccall('main_after_fs_sync', null, ['string'], [err ? err.message : ""]);
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});
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});
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});
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/* clang-format on */
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return 0;
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// Continued async in main_after_fs_sync() from the syncfs() callback.
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}
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