diff options
Diffstat (limited to 'platform/javascript/js/engine')
-rw-r--r-- | platform/javascript/js/engine/config.js | 337 | ||||
-rw-r--r-- | platform/javascript/js/engine/engine.externs.js | 1 | ||||
-rw-r--r-- | platform/javascript/js/engine/engine.js | 500 | ||||
-rw-r--r-- | platform/javascript/js/engine/preloader.js | 108 | ||||
-rw-r--r-- | platform/javascript/js/engine/utils.js | 58 |
5 files changed, 638 insertions, 366 deletions
diff --git a/platform/javascript/js/engine/config.js b/platform/javascript/js/engine/config.js new file mode 100644 index 0000000000..6072782875 --- /dev/null +++ b/platform/javascript/js/engine/config.js @@ -0,0 +1,337 @@ +/** + * An object used to configure the Engine instance based on godot export options, and to override those in custom HTML + * templates if needed. + * + * @header Engine configuration + * @summary The Engine configuration object. This is just a typedef, create it like a regular object, e.g.: + * + * ``const MyConfig = { executable: 'godot', unloadAfterInit: false }`` + * + * @typedef {Object} EngineConfig + */ +const EngineConfig = {}; // eslint-disable-line no-unused-vars + +/** + * @struct + * @constructor + * @ignore + */ +const InternalConfig = function (initConfig) { // eslint-disable-line no-unused-vars + const cfg = /** @lends {InternalConfig.prototype} */ { + /** + * Whether the unload the engine automatically after the instance is initialized. + * + * @memberof EngineConfig + * @default + * @type {boolean} + */ + unloadAfterInit: true, + /** + * The HTML DOM Canvas object to use. + * + * By default, the first canvas element in the document will be used is none is specified. + * + * @memberof EngineConfig + * @default + * @type {?HTMLCanvasElement} + */ + canvas: null, + /** + * The name of the WASM file without the extension. (Set by Godot Editor export process). + * + * @memberof EngineConfig + * @default + * @type {string} + */ + executable: '', + /** + * An alternative name for the game pck to load. The executable name is used otherwise. + * + * @memberof EngineConfig + * @default + * @type {?string} + */ + mainPack: null, + /** + * Specify a language code to select the proper localization for the game. + * + * The browser locale will be used if none is specified. See complete list of + * :ref:`supported locales <doc_locales>`. + * + * @memberof EngineConfig + * @type {?string} + * @default + */ + locale: null, + /** + * The canvas resize policy determines how the canvas should be resized by Godot. + * + * ``0`` means Godot won't do any resizing. This is useful if you want to control the canvas size from + * javascript code in your template. + * + * ``1`` means Godot will resize the canvas on start, and when changing window size via engine functions. + * + * ``2`` means Godot will adapt the canvas size to match the whole browser window. + * + * @memberof EngineConfig + * @type {number} + * @default + */ + canvasResizePolicy: 2, + /** + * The arguments to be passed as command line arguments on startup. + * + * See :ref:`command line tutorial <doc_command_line_tutorial>`. + * + * **Note**: :js:meth:`startGame <Engine.prototype.startGame>` will always add the ``--main-pack`` argument. + * + * @memberof EngineConfig + * @type {Array<string>} + * @default + */ + args: [], + /** + * When enabled, this will turn on experimental virtual keyboard support on mobile. + * + * @memberof EngineConfig + * @type {boolean} + * @default + */ + experimentalVK: false, + /** + * @ignore + * @type {Array.<string>} + */ + persistentPaths: ['/userfs'], + /** + * @ignore + * @type {boolean} + */ + persistentDrops: false, + /** + * @ignore + * @type {Array.<string>} + */ + gdnativeLibs: [], + /** + * @ignore + * @type {Array.<string>} + */ + fileSizes: [], + /** + * A callback function for handling Godot's ``OS.execute`` calls. + * + * This is for example used in the Web Editor template to switch between project manager and editor, and for running the game. + * + * @callback EngineConfig.onExecute + * @param {string} path The path that Godot's wants executed. + * @param {Array.<string>} args The arguments of the "command" to execute. + */ + /** + * @ignore + * @type {?function(string, Array.<string>)} + */ + onExecute: null, + /** + * A callback function for being notified when the Godot instance quits. + * + * **Note**: This function will not be called if the engine crashes or become unresponsive. + * + * @callback EngineConfig.onExit + * @param {number} status_code The status code returned by Godot on exit. + */ + /** + * @ignore + * @type {?function(number)} + */ + onExit: null, + /** + * A callback function for displaying download progress. + * + * The function is called once per frame while downloading files, so the usage of ``requestAnimationFrame()`` + * is not necessary. + * + * If the callback function receives a total amount of bytes as 0, this means that it is impossible to calculate. + * Possible reasons include: + * + * - Files are delivered with server-side chunked compression + * - Files are delivered with server-side compression on Chromium + * - Not all file downloads have started yet (usually on servers without multi-threading) + * + * @callback EngineConfig.onProgress + * @param {number} current The current amount of downloaded bytes so far. + * @param {number} total The total amount of bytes to be downloaded. + */ + /** + * @ignore + * @type {?function(number, number)} + */ + onProgress: null, + /** + * A callback function for handling the standard output stream. This method should usually only be used in debug pages. + * + * By default, ``console.log()`` is used. + * + * @callback EngineConfig.onPrint + * @param {...*} [var_args] A variadic number of arguments to be printed. + */ + /** + * @ignore + * @type {?function(...*)} + */ + onPrint: function () { + console.log.apply(console, Array.from(arguments)); // eslint-disable-line no-console + }, + /** + * A callback function for handling the standard error stream. This method should usually only be used in debug pages. + * + * By default, ``console.error()`` is used. + * + * @callback EngineConfig.onPrintError + * @param {...*} [var_args] A variadic number of arguments to be printed as errors. + */ + /** + * @ignore + * @type {?function(...*)} + */ + onPrintError: function (var_args) { + console.error.apply(console, Array.from(arguments)); // eslint-disable-line no-console + }, + }; + + /** + * @ignore + * @struct + * @constructor + * @param {EngineConfig} opts + */ + function Config(opts) { + this.update(opts); + } + + Config.prototype = cfg; + + /** + * @ignore + * @param {EngineConfig} opts + */ + Config.prototype.update = function (opts) { + const config = opts || {}; + function parse(key, def) { + if (typeof (config[key]) === 'undefined') { + return def; + } + return config[key]; + } + // Module config + this.unloadAfterInit = parse('unloadAfterInit', this.unloadAfterInit); + this.onPrintError = parse('onPrintError', this.onPrintError); + this.onPrint = parse('onPrint', this.onPrint); + this.onProgress = parse('onProgress', this.onProgress); + + // Godot config + this.canvas = parse('canvas', this.canvas); + this.executable = parse('executable', this.executable); + this.mainPack = parse('mainPack', this.mainPack); + this.locale = parse('locale', this.locale); + this.canvasResizePolicy = parse('canvasResizePolicy', this.canvasResizePolicy); + this.persistentPaths = parse('persistentPaths', this.persistentPaths); + this.persistentDrops = parse('persistentDrops', this.persistentDrops); + this.experimentalVK = parse('experimentalVK', this.experimentalVK); + this.gdnativeLibs = parse('gdnativeLibs', this.gdnativeLibs); + this.fileSizes = parse('fileSizes', this.fileSizes); + this.args = parse('args', this.args); + this.onExecute = parse('onExecute', this.onExecute); + this.onExit = parse('onExit', this.onExit); + }; + + /** + * @ignore + * @param {string} loadPath + * @param {Response} response + */ + Config.prototype.getModuleConfig = function (loadPath, response) { + let r = response; + return { + 'print': this.onPrint, + 'printErr': this.onPrintError, + 'thisProgram': this.executable, + 'noExitRuntime': true, + 'dynamicLibraries': [`${loadPath}.side.wasm`], + 'instantiateWasm': function (imports, onSuccess) { + function done(result) { + onSuccess(result['instance'], result['module']); + } + if (typeof (WebAssembly.instantiateStreaming) !== 'undefined') { + WebAssembly.instantiateStreaming(Promise.resolve(r), imports).then(done); + } else { + r.arrayBuffer().then(function (buffer) { + WebAssembly.instantiate(buffer, imports).then(done); + }); + } + r = null; + return {}; + }, + 'locateFile': function (path) { + if (path.endsWith('.worker.js')) { + return `${loadPath}.worker.js`; + } else if (path.endsWith('.audio.worklet.js')) { + return `${loadPath}.audio.worklet.js`; + } else if (path.endsWith('.js')) { + return `${loadPath}.js`; + } else if (path.endsWith('.side.wasm')) { + return `${loadPath}.side.wasm`; + } else if (path.endsWith('.wasm')) { + return `${loadPath}.wasm`; + } + return path; + }, + }; + }; + + /** + * @ignore + * @param {function()} cleanup + */ + Config.prototype.getGodotConfig = function (cleanup) { + // Try to find a canvas + if (!(this.canvas instanceof HTMLCanvasElement)) { + const nodes = document.getElementsByTagName('canvas'); + if (nodes.length && nodes[0] instanceof HTMLCanvasElement) { + this.canvas = nodes[0]; + } + if (!this.canvas) { + throw new Error('No canvas found in page'); + } + } + // Canvas can grab focus on click, or key events won't work. + if (this.canvas.tabIndex < 0) { + this.canvas.tabIndex = 0; + } + + // Browser locale, or custom one if defined. + let locale = this.locale; + if (!locale) { + locale = navigator.languages ? navigator.languages[0] : navigator.language; + locale = locale.split('.')[0]; + } + const onExit = this.onExit; + + // Godot configuration. + return { + 'canvas': this.canvas, + 'canvasResizePolicy': this.canvasResizePolicy, + 'locale': locale, + 'persistentDrops': this.persistentDrops, + 'virtualKeyboard': this.experimentalVK, + 'onExecute': this.onExecute, + 'onExit': function (p_code) { + cleanup(); // We always need to call the cleanup callback to free memory. + if (typeof (onExit) === 'function') { + onExit(p_code); + } + }, + }; + }; + return new Config(initConfig); +}; diff --git a/platform/javascript/js/engine/engine.externs.js b/platform/javascript/js/engine/engine.externs.js index 1a94dd15ec..35a66a93ae 100644 --- a/platform/javascript/js/engine/engine.externs.js +++ b/platform/javascript/js/engine/engine.externs.js @@ -1,3 +1,4 @@ var Godot; var WebAssembly = {}; WebAssembly.instantiate = function(buffer, imports) {}; +WebAssembly.instantiateStreaming = function(response, imports) {}; diff --git a/platform/javascript/js/engine/engine.js b/platform/javascript/js/engine/engine.js index 4b8a7dde69..17a8df9e29 100644 --- a/platform/javascript/js/engine/engine.js +++ b/platform/javascript/js/engine/engine.js @@ -1,291 +1,277 @@ +/** + * Projects exported for the Web expose the :js:class:`Engine` class to the JavaScript environment, that allows + * fine control over the engine's start-up process. + * + * This API is built in an asynchronous manner and requires basic understanding + * of `Promises <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide/Using_promises>`__. + * + * @module Engine + * @header HTML5 shell class reference + */ const Engine = (function () { const preloader = new Preloader(); - let wasmExt = '.wasm'; - let unloadAfterInit = true; - let loadPath = ''; let loadPromise = null; + let loadPath = ''; let initPromise = null; - let stderr = null; - let stdout = null; - let progressFunc = null; - function load(basePath) { + /** + * @classdesc The ``Engine`` class provides methods for loading and starting exported projects on the Web. For default export + * settings, this is already part of the exported HTML page. To understand practical use of the ``Engine`` class, + * see :ref:`Custom HTML page for Web export <doc_customizing_html5_shell>`. + * + * @description Create a new Engine instance with the given configuration. + * + * @global + * @constructor + * @param {EngineConfig} initConfig The initial config for this instance. + */ + function Engine(initConfig) { // eslint-disable-line no-shadow + this.config = new InternalConfig(initConfig); + this.rtenv = null; + } + + /** + * Load the engine from the specified base path. + * + * @param {string} basePath Base path of the engine to load. + * @param {number=} [size=0] The file size if known. + * @returns {Promise} A Promise that resolves once the engine is loaded. + * + * @function Engine.load + */ + Engine.load = function (basePath, size) { if (loadPromise == null) { loadPath = basePath; - loadPromise = preloader.loadPromise(basePath + wasmExt); - preloader.setProgressFunc(progressFunc); + loadPromise = preloader.loadPromise(`${loadPath}.wasm`, size, true); requestAnimationFrame(preloader.animateProgress); } return loadPromise; - } + }; - function unload() { + /** + * Unload the engine to free memory. + * + * This method will be called automatically depending on the configuration. See :js:attr:`unloadAfterInit`. + * + * @function Engine.unload + */ + Engine.unload = function () { loadPromise = null; - } - - /** @constructor */ - function Engine() { // eslint-disable-line no-shadow - this.canvas = null; - this.executableName = ''; - this.rtenv = null; - this.customLocale = null; - this.resizeCanvasOnStart = false; - this.onExecute = null; - this.onExit = null; - this.persistentPaths = ['/userfs']; - this.gdnativeLibs = []; - } - - Engine.prototype.init = /** @param {string=} basePath */ function (basePath) { - if (initPromise) { - return initPromise; - } - if (loadPromise == null) { - if (!basePath) { - initPromise = Promise.reject(new Error('A base path must be provided when calling `init` and the engine is not loaded.')); - return initPromise; - } - load(basePath); - } - let config = {}; - if (typeof stdout === 'function') { - config.print = stdout; - } - if (typeof stderr === 'function') { - config.printErr = stderr; - } - const me = this; - initPromise = new Promise(function (resolve, reject) { - config['locateFile'] = Utils.createLocateRewrite(loadPath); - config['instantiateWasm'] = Utils.createInstantiatePromise(loadPromise); - // Emscripten configuration. - config['thisProgram'] = me.executableName; - config['noExitRuntime'] = true; - config['dynamicLibraries'] = me.gdnativeLibs; - Godot(config).then(function (module) { - module['initFS'](me.persistentPaths).then(function (fs_err) { - me.rtenv = module; - if (unloadAfterInit) { - unload(); - } - resolve(); - config = null; - }); - }); - }); - return initPromise; }; - /** @type {function(string, string):Object} */ - Engine.prototype.preloadFile = function (file, path) { - return preloader.preload(file, path); + /** + * Check whether WebGL is available. Optionally, specify a particular version of WebGL to check for. + * + * @param {number=} [majorVersion=1] The major WebGL version to check for. + * @returns {boolean} If the given major version of WebGL is available. + * @function Engine.isWebGLAvailable + */ + Engine.isWebGLAvailable = function (majorVersion = 1) { + try { + return !!document.createElement('canvas').getContext(['webgl', 'webgl2'][majorVersion - 1]); + } catch (e) { /* Not available */ } + return false; }; - /** @type {function(...string):Object} */ - Engine.prototype.start = function () { - // Start from arguments. - const args = []; - for (let i = 0; i < arguments.length; i++) { - args.push(arguments[i]); - } - const me = this; - return me.init().then(function () { - if (!me.rtenv) { - return Promise.reject(new Error('The engine must be initialized before it can be started')); - } - - if (!(me.canvas instanceof HTMLCanvasElement)) { - me.canvas = Utils.findCanvas(); - if (!me.canvas) { - return Promise.reject(new Error('No canvas found in page')); + /** + * Safe Engine constructor, creates a new prototype for every new instance to avoid prototype pollution. + * @ignore + * @constructor + */ + function SafeEngine(initConfig) { + const proto = /** @lends Engine.prototype */ { + /** + * Initialize the engine instance. Optionally, pass the base path to the engine to load it, + * if it hasn't been loaded yet. See :js:meth:`Engine.load`. + * + * @param {string=} basePath Base path of the engine to load. + * @return {Promise} A ``Promise`` that resolves once the engine is loaded and initialized. + */ + init: function (basePath) { + if (initPromise) { + return initPromise; } - } - - // Canvas can grab focus on click, or key events won't work. - if (me.canvas.tabIndex < 0) { - me.canvas.tabIndex = 0; - } - - // Disable right-click context menu. - me.canvas.addEventListener('contextmenu', function (ev) { - ev.preventDefault(); - }, false); + if (loadPromise == null) { + if (!basePath) { + initPromise = Promise.reject(new Error('A base path must be provided when calling `init` and the engine is not loaded.')); + return initPromise; + } + Engine.load(basePath, this.config.fileSizes[`${basePath}.wasm`]); + } + const me = this; + function doInit(promise) { + // Care! Promise chaining is bogus with old emscripten versions. + // This caused a regression with the Mono build (which uses an older emscripten version). + // Make sure to test that when refactoring. + return new Promise(function (resolve, reject) { + promise.then(function (response) { + const cloned = new Response(response.clone().body, { 'headers': [['content-type', 'application/wasm']] }); + Godot(me.config.getModuleConfig(loadPath, cloned)).then(function (module) { + const paths = me.config.persistentPaths; + module['initFS'](paths).then(function (err) { + me.rtenv = module; + if (me.config.unloadAfterInit) { + Engine.unload(); + } + resolve(); + }); + }); + }); + }); + } + preloader.setProgressFunc(this.config.onProgress); + initPromise = doInit(loadPromise); + return initPromise; + }, - // Until context restoration is implemented warn the user of context loss. - me.canvas.addEventListener('webglcontextlost', function (ev) { - alert('WebGL context lost, please reload the page'); // eslint-disable-line no-alert - ev.preventDefault(); - }, false); + /** + * Load a file so it is available in the instance's file system once it runs. Must be called **before** starting the + * instance. + * + * If not provided, the ``path`` is derived from the URL of the loaded file. + * + * @param {string|ArrayBuffer} file The file to preload. + * + * If a ``string`` the file will be loaded from that path. + * + * If an ``ArrayBuffer`` or a view on one, the buffer will used as the content of the file. + * + * @param {string=} path Path by which the file will be accessible. Required, if ``file`` is not a string. + * + * @returns {Promise} A Promise that resolves once the file is loaded. + */ + preloadFile: function (file, path) { + return preloader.preload(file, path, this.config.fileSizes[file]); + }, - // Browser locale, or custom one if defined. - let locale = me.customLocale; - if (!locale) { - locale = navigator.languages ? navigator.languages[0] : navigator.language; - locale = locale.split('.')[0]; - } - // Godot configuration. - me.rtenv['initConfig']({ - 'resizeCanvasOnStart': me.resizeCanvasOnStart, - 'canvas': me.canvas, - 'locale': locale, - 'onExecute': function (p_args) { - if (me.onExecute) { - me.onExecute(p_args); - return 0; + /** + * Start the engine instance using the given override configuration (if any). + * :js:meth:`startGame <Engine.prototype.startGame>` can be used in typical cases instead. + * + * This will initialize the instance if it is not initialized. For manual initialization, see :js:meth:`init <Engine.prototype.init>`. + * The engine must be loaded beforehand. + * + * Fails if a canvas cannot be found on the page, or not specified in the configuration. + * + * @param {EngineConfig} override An optional configuration override. + * @return {Promise} Promise that resolves once the engine started. + */ + start: function (override) { + this.config.update(override); + const me = this; + return me.init().then(function () { + if (!me.rtenv) { + return Promise.reject(new Error('The engine must be initialized before it can be started')); } - return 1; - }, - 'onExit': function (p_code) { - me.rtenv['deinitFS'](); - if (me.onExit) { - me.onExit(p_code); + + let config = {}; + try { + config = me.config.getGodotConfig(function () { + me.rtenv = null; + }); + } catch (e) { + return Promise.reject(e); } - me.rtenv = null; - }, - }); + // Godot configuration. + me.rtenv['initConfig'](config); - return new Promise(function (resolve, reject) { - preloader.preloadedFiles.forEach(function (file) { - me.rtenv['copyToFS'](file.path, file.buffer); + // Preload GDNative libraries. + const libs = []; + me.config.gdnativeLibs.forEach(function (lib) { + libs.push(me.rtenv['loadDynamicLibrary'](lib, { 'loadAsync': true })); + }); + return Promise.all(libs).then(function () { + return new Promise(function (resolve, reject) { + preloader.preloadedFiles.forEach(function (file) { + me.rtenv['copyToFS'](file.path, file.buffer); + }); + preloader.preloadedFiles.length = 0; // Clear memory + me.rtenv['callMain'](me.config.args); + initPromise = null; + resolve(); + }); + }); }); - preloader.preloadedFiles.length = 0; // Clear memory - me.rtenv['callMain'](args); - initPromise = null; - resolve(); - }); - }); - }; + }, - Engine.prototype.startGame = function (execName, mainPack, extraArgs) { - // Start and init with execName as loadPath if not inited. - this.executableName = execName; - const me = this; - return Promise.all([ - this.init(execName), - this.preloadFile(mainPack, mainPack), - ]).then(function () { - let args = ['--main-pack', mainPack]; - if (extraArgs) { - args = args.concat(extraArgs); - } - return me.start.apply(me, args); - }); - }; - - Engine.prototype.setWebAssemblyFilenameExtension = function (override) { - if (String(override).length === 0) { - throw new Error('Invalid WebAssembly filename extension override'); - } - wasmExt = String(override); - }; - - Engine.prototype.setUnloadAfterInit = function (enabled) { - unloadAfterInit = enabled; - }; - - Engine.prototype.setCanvas = function (canvasElem) { - this.canvas = canvasElem; - }; - - Engine.prototype.setCanvasResizedOnStart = function (enabled) { - this.resizeCanvasOnStart = enabled; - }; - - Engine.prototype.setLocale = function (locale) { - this.customLocale = locale; - }; - - Engine.prototype.setExecutableName = function (newName) { - this.executableName = newName; - }; - - Engine.prototype.setProgressFunc = function (func) { - progressFunc = func; - }; + /** + * Start the game instance using the given configuration override (if any). + * + * This will initialize the instance if it is not initialized. For manual initialization, see :js:meth:`init <Engine.prototype.init>`. + * + * This will load the engine if it is not loaded, and preload the main pck. + * + * This method expects the initial config (or the override) to have both the :js:attr:`executable` and :js:attr:`mainPack` + * properties set (normally done by the editor during export). + * + * @param {EngineConfig} override An optional configuration override. + * @return {Promise} Promise that resolves once the game started. + */ + startGame: function (override) { + this.config.update(override); + // Add main-pack argument. + const exe = this.config.executable; + const pack = this.config.mainPack || `${exe}.pck`; + this.config.args = ['--main-pack', pack].concat(this.config.args); + // Start and init with execName as loadPath if not inited. + const me = this; + return Promise.all([ + this.init(exe), + this.preloadFile(pack, pack), + ]).then(function () { + return me.start.apply(me); + }); + }, - Engine.prototype.setStdoutFunc = function (func) { - const print = function (text) { - let msg = text; - if (arguments.length > 1) { - msg = Array.prototype.slice.call(arguments).join(' '); - } - func(msg); - }; - if (this.rtenv) { - this.rtenv.print = print; - } - stdout = print; - }; + /** + * Create a file at the specified ``path`` with the passed as ``buffer`` in the instance's file system. + * + * @param {string} path The location where the file will be created. + * @param {ArrayBuffer} buffer The content of the file. + */ + copyToFS: function (path, buffer) { + if (this.rtenv == null) { + throw new Error('Engine must be inited before copying files'); + } + this.rtenv['copyToFS'](path, buffer); + }, - Engine.prototype.setStderrFunc = function (func) { - const printErr = function (text) { - let msg = text; - if (arguments.length > 1) { - msg = Array.prototype.slice.call(arguments).join(' '); - } - func(msg); + /** + * Request that the current instance quit. + * + * This is akin the user pressing the close button in the window manager, and will + * have no effect if the engine has crashed, or is stuck in a loop. + * + */ + requestQuit: function () { + if (this.rtenv) { + this.rtenv['request_quit'](); + } + }, }; - if (this.rtenv) { - this.rtenv.printErr = printErr; - } - stderr = printErr; - }; - - Engine.prototype.setOnExecute = function (onExecute) { - this.onExecute = onExecute; - }; - - Engine.prototype.setOnExit = function (onExit) { - this.onExit = onExit; - }; - - Engine.prototype.copyToFS = function (path, buffer) { - if (this.rtenv == null) { - throw new Error('Engine must be inited before copying files'); - } - this.rtenv['copyToFS'](path, buffer); - }; - - Engine.prototype.setPersistentPaths = function (persistentPaths) { - this.persistentPaths = persistentPaths; - }; - Engine.prototype.setGDNativeLibraries = function (gdnativeLibs) { - this.gdnativeLibs = gdnativeLibs; - }; + Engine.prototype = proto; + // Closure compiler exported instance methods. + Engine.prototype['init'] = Engine.prototype.init; + Engine.prototype['preloadFile'] = Engine.prototype.preloadFile; + Engine.prototype['start'] = Engine.prototype.start; + Engine.prototype['startGame'] = Engine.prototype.startGame; + Engine.prototype['copyToFS'] = Engine.prototype.copyToFS; + Engine.prototype['requestQuit'] = Engine.prototype.requestQuit; + // Also expose static methods as instance methods + Engine.prototype['load'] = Engine.load; + Engine.prototype['unload'] = Engine.unload; + Engine.prototype['isWebGLAvailable'] = Engine.isWebGLAvailable; + return new Engine(initConfig); + } - Engine.prototype.requestQuit = function () { - if (this.rtenv) { - this.rtenv['request_quit'](); - } - }; + // Closure compiler exported static methods. + SafeEngine['load'] = Engine.load; + SafeEngine['unload'] = Engine.unload; + SafeEngine['isWebGLAvailable'] = Engine.isWebGLAvailable; - // Closure compiler exported engine methods. - /** @export */ - Engine['isWebGLAvailable'] = Utils.isWebGLAvailable; - Engine['load'] = load; - Engine['unload'] = unload; - Engine.prototype['init'] = Engine.prototype.init; - Engine.prototype['preloadFile'] = Engine.prototype.preloadFile; - Engine.prototype['start'] = Engine.prototype.start; - Engine.prototype['startGame'] = Engine.prototype.startGame; - Engine.prototype['setWebAssemblyFilenameExtension'] = Engine.prototype.setWebAssemblyFilenameExtension; - Engine.prototype['setUnloadAfterInit'] = Engine.prototype.setUnloadAfterInit; - Engine.prototype['setCanvas'] = Engine.prototype.setCanvas; - Engine.prototype['setCanvasResizedOnStart'] = Engine.prototype.setCanvasResizedOnStart; - Engine.prototype['setLocale'] = Engine.prototype.setLocale; - Engine.prototype['setExecutableName'] = Engine.prototype.setExecutableName; - Engine.prototype['setProgressFunc'] = Engine.prototype.setProgressFunc; - Engine.prototype['setStdoutFunc'] = Engine.prototype.setStdoutFunc; - Engine.prototype['setStderrFunc'] = Engine.prototype.setStderrFunc; - Engine.prototype['setOnExecute'] = Engine.prototype.setOnExecute; - Engine.prototype['setOnExit'] = Engine.prototype.setOnExit; - Engine.prototype['copyToFS'] = Engine.prototype.copyToFS; - Engine.prototype['setPersistentPaths'] = Engine.prototype.setPersistentPaths; - Engine.prototype['setGDNativeLibraries'] = Engine.prototype.setGDNativeLibraries; - Engine.prototype['requestQuit'] = Engine.prototype.requestQuit; - return Engine; + return SafeEngine; }()); if (typeof window !== 'undefined') { window['Engine'] = Engine; diff --git a/platform/javascript/js/engine/preloader.js b/platform/javascript/js/engine/preloader.js index ec34fb93f2..564c68d264 100644 --- a/platform/javascript/js/engine/preloader.js +++ b/platform/javascript/js/engine/preloader.js @@ -1,54 +1,62 @@ const Preloader = /** @constructor */ function () { // eslint-disable-line no-unused-vars - const loadXHR = function (resolve, reject, file, tracker, attempts) { - const xhr = new XMLHttpRequest(); + function getTrackedResponse(response, load_status) { + function onloadprogress(reader, controller) { + return reader.read().then(function (result) { + if (load_status.done) { + return Promise.resolve(); + } + if (result.value) { + controller.enqueue(result.value); + load_status.loaded += result.value.length; + } + if (!result.done) { + return onloadprogress(reader, controller); + } + load_status.done = true; + return Promise.resolve(); + }); + } + const reader = response.body.getReader(); + return new Response(new ReadableStream({ + start: function (controller) { + onloadprogress(reader, controller).then(function () { + controller.close(); + }); + }, + }), { headers: response.headers }); + } + + function loadFetch(file, tracker, fileSize, raw) { tracker[file] = { - total: 0, + total: fileSize || 0, loaded: 0, - final: false, + done: false, }; - xhr.onerror = function () { + return fetch(file).then(function (response) { + if (!response.ok) { + return Promise.reject(new Error(`Failed loading file '${file}'`)); + } + const tr = getTrackedResponse(response, tracker[file]); + if (raw) { + return Promise.resolve(tr); + } + return tr.arrayBuffer(); + }); + } + + function retry(func, attempts = 1) { + function onerror(err) { if (attempts <= 1) { - reject(new Error(`Failed loading file '${file}'`)); - } else { + return Promise.reject(err); + } + return new Promise(function (resolve, reject) { setTimeout(function () { - loadXHR(resolve, reject, file, tracker, attempts - 1); + retry(func, attempts - 1).then(resolve).catch(reject); }, 1000); - } - }; - xhr.onabort = function () { - tracker[file].final = true; - reject(new Error(`Loading file '${file}' was aborted.`)); - }; - xhr.onloadstart = function (ev) { - tracker[file].total = ev.total; - tracker[file].loaded = ev.loaded; - }; - xhr.onprogress = function (ev) { - tracker[file].loaded = ev.loaded; - tracker[file].total = ev.total; - }; - xhr.onload = function () { - if (xhr.status >= 400) { - if (xhr.status < 500 || attempts <= 1) { - reject(new Error(`Failed loading file '${file}': ${xhr.statusText}`)); - xhr.abort(); - } else { - setTimeout(function () { - loadXHR(resolve, reject, file, tracker, attempts - 1); - }, 1000); - } - } else { - tracker[file].final = true; - resolve(xhr); - } - }; - // Make request. - xhr.open('GET', file); - if (!file.endsWith('.js')) { - xhr.responseType = 'arraybuffer'; + }); } - xhr.send(); - }; + return func().catch(onerror); + } const DOWNLOAD_ATTEMPTS_MAX = 4; const loadingFiles = {}; @@ -63,7 +71,7 @@ const Preloader = /** @constructor */ function () { // eslint-disable-line no-un Object.keys(loadingFiles).forEach(function (file) { const stat = loadingFiles[file]; - if (!stat.final) { + if (!stat.done) { progressIsFinal = false; } if (!totalIsValid || stat.total === 0) { @@ -92,21 +100,19 @@ const Preloader = /** @constructor */ function () { // eslint-disable-line no-un progressFunc = callback; }; - this.loadPromise = function (file) { - return new Promise(function (resolve, reject) { - loadXHR(resolve, reject, file, loadingFiles, DOWNLOAD_ATTEMPTS_MAX); - }); + this.loadPromise = function (file, fileSize, raw = false) { + return retry(loadFetch.bind(null, file, loadingFiles, fileSize, raw), DOWNLOAD_ATTEMPTS_MAX); }; this.preloadedFiles = []; - this.preload = function (pathOrBuffer, destPath) { + this.preload = function (pathOrBuffer, destPath, fileSize) { let buffer = null; if (typeof pathOrBuffer === 'string') { const me = this; - return this.loadPromise(pathOrBuffer).then(function (xhr) { + return this.loadPromise(pathOrBuffer, fileSize).then(function (buf) { me.preloadedFiles.push({ path: destPath || pathOrBuffer, - buffer: xhr.response, + buffer: buf, }); return Promise.resolve(); }); diff --git a/platform/javascript/js/engine/utils.js b/platform/javascript/js/engine/utils.js deleted file mode 100644 index 9273bbad42..0000000000 --- a/platform/javascript/js/engine/utils.js +++ /dev/null @@ -1,58 +0,0 @@ -const Utils = { // eslint-disable-line no-unused-vars - - createLocateRewrite: function (execName) { - function rw(path) { - if (path.endsWith('.worker.js')) { - return `${execName}.worker.js`; - } else if (path.endsWith('.audio.worklet.js')) { - return `${execName}.audio.worklet.js`; - } else if (path.endsWith('.js')) { - return `${execName}.js`; - } else if (path.endsWith('.side.wasm')) { - return `${execName}.side.wasm`; - } else if (path.endsWith('.wasm')) { - return `${execName}.wasm`; - } - return path; - } - return rw; - }, - - createInstantiatePromise: function (wasmLoader) { - let loader = wasmLoader; - function instantiateWasm(imports, onSuccess) { - loader.then(function (xhr) { - WebAssembly.instantiate(xhr.response, imports).then(function (result) { - onSuccess(result['instance'], result['module']); - }); - }); - loader = null; - return {}; - } - - return instantiateWasm; - }, - - findCanvas: function () { - const nodes = document.getElementsByTagName('canvas'); - if (nodes.length && nodes[0] instanceof HTMLCanvasElement) { - return nodes[0]; - } - return null; - }, - - isWebGLAvailable: function (majorVersion = 1) { - let testContext = false; - try { - const testCanvas = document.createElement('canvas'); - if (majorVersion === 1) { - testContext = testCanvas.getContext('webgl') || testCanvas.getContext('experimental-webgl'); - } else if (majorVersion === 2) { - testContext = testCanvas.getContext('webgl2') || testCanvas.getContext('experimental-webgl2'); - } - } catch (e) { - // Not available - } - return !!testContext; - }, -}; |