f1e810adcb
With a very nice hack, a new hidden configuration option that delays dropped files removal at exit. This still leaks while the project manager is running, but will clear memory as soon as it exits or load something. (reminder, dropped files are reguarly removed after the signal is emitted specifically to avoid leaks, but I prefer hacking the HTML5 config then the project manager).
311 lines
9.3 KiB
JavaScript
311 lines
9.3 KiB
JavaScript
/*************************************************************************/
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/* library_godot_os.js */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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const IDHandler = {
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$IDHandler: {
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_last_id: 0,
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_references: {},
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get: function (p_id) {
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return IDHandler._references[p_id];
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},
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add: function (p_data) {
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const id = ++IDHandler._last_id;
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IDHandler._references[id] = p_data;
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return id;
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},
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remove: function (p_id) {
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delete IDHandler._references[p_id];
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},
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},
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};
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autoAddDeps(IDHandler, '$IDHandler');
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mergeInto(LibraryManager.library, IDHandler);
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const GodotConfig = {
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$GodotConfig__postset: 'Module["initConfig"] = GodotConfig.init_config;',
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$GodotConfig__deps: ['$GodotRuntime'],
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$GodotConfig: {
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canvas: null,
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locale: 'en',
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canvas_resize_policy: 2, // Adaptive
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virtual_keyboard: false,
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persistent_drops: false,
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on_execute: null,
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on_exit: null,
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init_config: function (p_opts) {
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GodotConfig.canvas_resize_policy = p_opts['canvasResizePolicy'];
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GodotConfig.canvas = p_opts['canvas'];
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GodotConfig.locale = p_opts['locale'] || GodotConfig.locale;
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GodotConfig.virtual_keyboard = p_opts['virtualKeyboard'];
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GodotConfig.persistent_drops = !!p_opts['persistentDrops'];
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GodotConfig.on_execute = p_opts['onExecute'];
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GodotConfig.on_exit = p_opts['onExit'];
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},
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locate_file: function (file) {
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return Module['locateFile'](file); // eslint-disable-line no-undef
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},
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clear: function () {
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GodotConfig.canvas = null;
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GodotConfig.locale = 'en';
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GodotConfig.canvas_resize_policy = 2;
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GodotConfig.virtual_keyboard = false;
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GodotConfig.persistent_drops = false;
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GodotConfig.on_execute = null;
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GodotConfig.on_exit = null;
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},
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},
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godot_js_config_canvas_id_get__sig: 'vii',
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godot_js_config_canvas_id_get: function (p_ptr, p_ptr_max) {
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GodotRuntime.stringToHeap(`#${GodotConfig.canvas.id}`, p_ptr, p_ptr_max);
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},
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godot_js_config_locale_get__sig: 'vii',
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godot_js_config_locale_get: function (p_ptr, p_ptr_max) {
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GodotRuntime.stringToHeap(GodotConfig.locale, p_ptr, p_ptr_max);
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},
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};
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autoAddDeps(GodotConfig, '$GodotConfig');
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mergeInto(LibraryManager.library, GodotConfig);
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const GodotFS = {
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$GodotFS__deps: ['$FS', '$IDBFS', '$GodotRuntime'],
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$GodotFS__postset: [
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'Module["initFS"] = GodotFS.init;',
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'Module["copyToFS"] = GodotFS.copy_to_fs;',
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].join(''),
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$GodotFS: {
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_idbfs: false,
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_syncing: false,
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_mount_points: [],
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is_persistent: function () {
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return GodotFS._idbfs ? 1 : 0;
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},
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// Initialize godot file system, setting up persistent paths.
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// Returns a promise that resolves when the FS is ready.
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// We keep track of mount_points, so that we can properly close the IDBFS
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// since emscripten is not doing it by itself. (emscripten GH#12516).
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init: function (persistentPaths) {
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GodotFS._idbfs = false;
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if (!Array.isArray(persistentPaths)) {
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return Promise.reject(new Error('Persistent paths must be an array'));
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}
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if (!persistentPaths.length) {
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return Promise.resolve();
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}
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GodotFS._mount_points = persistentPaths.slice();
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function createRecursive(dir) {
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try {
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FS.stat(dir);
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} catch (e) {
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if (e.errno !== ERRNO_CODES.ENOENT) {
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throw e;
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}
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FS.mkdirTree(dir);
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}
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}
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GodotFS._mount_points.forEach(function (path) {
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createRecursive(path);
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FS.mount(IDBFS, {}, path);
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});
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return new Promise(function (resolve, reject) {
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FS.syncfs(true, function (err) {
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if (err) {
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GodotFS._mount_points = [];
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GodotFS._idbfs = false;
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GodotRuntime.print(`IndexedDB not available: ${err.message}`);
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} else {
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GodotFS._idbfs = true;
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}
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resolve(err);
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});
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});
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},
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// Deinit godot file system, making sure to unmount file systems, and close IDBFS(s).
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deinit: function () {
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GodotFS._mount_points.forEach(function (path) {
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try {
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FS.unmount(path);
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} catch (e) {
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GodotRuntime.print('Already unmounted', e);
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}
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if (GodotFS._idbfs && IDBFS.dbs[path]) {
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IDBFS.dbs[path].close();
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delete IDBFS.dbs[path];
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}
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});
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GodotFS._mount_points = [];
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GodotFS._idbfs = false;
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GodotFS._syncing = false;
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},
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sync: function () {
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if (GodotFS._syncing) {
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GodotRuntime.error('Already syncing!');
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return Promise.resolve();
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}
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GodotFS._syncing = true;
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return new Promise(function (resolve, reject) {
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FS.syncfs(false, function (error) {
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if (error) {
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GodotRuntime.error(`Failed to save IDB file system: ${error.message}`);
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}
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GodotFS._syncing = false;
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resolve(error);
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});
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});
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},
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// Copies a buffer to the internal file system. Creating directories recursively.
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copy_to_fs: function (path, buffer) {
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const idx = path.lastIndexOf('/');
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let dir = '/';
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if (idx > 0) {
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dir = path.slice(0, idx);
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}
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try {
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FS.stat(dir);
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} catch (e) {
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if (e.errno !== ERRNO_CODES.ENOENT) {
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throw e;
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}
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FS.mkdirTree(dir);
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}
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FS.writeFile(path, new Uint8Array(buffer));
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},
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},
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};
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mergeInto(LibraryManager.library, GodotFS);
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const GodotOS = {
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$GodotOS__deps: ['$GodotRuntime', '$GodotConfig', '$GodotFS'],
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$GodotOS__postset: [
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'Module["request_quit"] = function() { GodotOS.request_quit() };',
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'Module["onExit"] = GodotOS.cleanup;',
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'GodotOS._fs_sync_promise = Promise.resolve();',
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].join(''),
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$GodotOS: {
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request_quit: function () {},
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_async_cbs: [],
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_fs_sync_promise: null,
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atexit: function (p_promise_cb) {
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GodotOS._async_cbs.push(p_promise_cb);
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},
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cleanup: function (exit_code) {
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const cb = GodotConfig.on_exit;
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GodotFS.deinit();
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GodotConfig.clear();
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if (cb) {
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cb(exit_code);
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}
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},
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finish_async: function (callback) {
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GodotOS._fs_sync_promise.then(function (err) {
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const promises = [];
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GodotOS._async_cbs.forEach(function (cb) {
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promises.push(new Promise(cb));
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});
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return Promise.all(promises);
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}).then(function () {
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return GodotFS.sync(); // Final FS sync.
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}).then(function (err) {
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// Always deferred.
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setTimeout(function () {
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callback();
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}, 0);
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});
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},
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},
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godot_js_os_finish_async__sig: 'vi',
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godot_js_os_finish_async: function (p_callback) {
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const func = GodotRuntime.get_func(p_callback);
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GodotOS.finish_async(func);
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},
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godot_js_os_request_quit_cb__sig: 'vi',
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godot_js_os_request_quit_cb: function (p_callback) {
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GodotOS.request_quit = GodotRuntime.get_func(p_callback);
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},
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godot_js_os_fs_is_persistent__sig: 'i',
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godot_js_os_fs_is_persistent: function () {
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return GodotFS.is_persistent();
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},
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godot_js_os_fs_sync__sig: 'vi',
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godot_js_os_fs_sync: function (callback) {
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const func = GodotRuntime.get_func(callback);
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GodotOS._fs_sync_promise = GodotFS.sync();
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GodotOS._fs_sync_promise.then(function (err) {
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func();
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});
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},
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godot_js_os_execute__sig: 'ii',
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godot_js_os_execute: function (p_json) {
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const json_args = GodotRuntime.parseString(p_json);
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const args = JSON.parse(json_args);
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if (GodotConfig.on_execute) {
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GodotConfig.on_execute(args);
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return 0;
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}
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return 1;
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},
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godot_js_os_shell_open__sig: 'vi',
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godot_js_os_shell_open: function (p_uri) {
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window.open(GodotRuntime.parseString(p_uri), '_blank');
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},
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godot_js_os_hw_concurrency_get__sig: 'i',
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godot_js_os_hw_concurrency_get: function () {
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return navigator.hardwareConcurrency || 1;
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},
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};
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autoAddDeps(GodotOS, '$GodotOS');
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mergeInto(LibraryManager.library, GodotOS);
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