diff options
Diffstat (limited to 'platform/web/js/engine')
-rw-r--r-- | platform/web/js/engine/config.js | 359 | ||||
-rw-r--r-- | platform/web/js/engine/engine.externs.js | 4 | ||||
-rw-r--r-- | platform/web/js/engine/engine.js | 274 | ||||
-rw-r--r-- | platform/web/js/engine/features.js | 96 | ||||
-rw-r--r-- | platform/web/js/engine/preloader.js | 133 |
5 files changed, 866 insertions, 0 deletions
diff --git a/platform/web/js/engine/config.js b/platform/web/js/engine/config.js new file mode 100644 index 0000000000..6a30c253fb --- /dev/null +++ b/platform/web/js/engine/config.js @@ -0,0 +1,359 @@ +/** + * 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, the game canvas will automatically grab the focus when the engine starts. + * + * @memberof EngineConfig + * @type {boolean} + * @default + */ + focusCanvas: true, + /** + * When enabled, this will turn on experimental virtual keyboard support on mobile. + * + * @memberof EngineConfig + * @type {boolean} + * @default + */ + experimentalVK: false, + /** + * The progressive web app service worker to install. + * @memberof EngineConfig + * @default + * @type {string} + */ + serviceWorker: '', + /** + * @ignore + * @type {Array.<string>} + */ + persistentPaths: ['/userfs'], + /** + * @ignore + * @type {boolean} + */ + persistentDrops: false, + /** + * @ignore + * @type {Array.<string>} + */ + gdextensionLibs: [], + /** + * @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 || {}; + // NOTE: We must explicitly pass the default, accessing it via + // the key will fail due to closure compiler renames. + 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.focusCanvas = parse('focusCanvas', this.focusCanvas); + this.serviceWorker = parse('serviceWorker', this.serviceWorker); + this.gdextensionLibs = parse('gdextensionLibs', this.gdextensionLibs); + 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': false, + '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) { + const first = nodes[0]; + this.canvas = /** @type {!HTMLCanvasElement} */ (first); + } + 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]; + } + locale = locale.replace('-', '_'); + const onExit = this.onExit; + + // Godot configuration. + return { + 'canvas': this.canvas, + 'canvasResizePolicy': this.canvasResizePolicy, + 'locale': locale, + 'persistentDrops': this.persistentDrops, + 'virtualKeyboard': this.experimentalVK, + 'focusCanvas': this.focusCanvas, + '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/web/js/engine/engine.externs.js b/platform/web/js/engine/engine.externs.js new file mode 100644 index 0000000000..35a66a93ae --- /dev/null +++ b/platform/web/js/engine/engine.externs.js @@ -0,0 +1,4 @@ +var Godot; +var WebAssembly = {}; +WebAssembly.instantiate = function(buffer, imports) {}; +WebAssembly.instantiateStreaming = function(response, imports) {}; diff --git a/platform/web/js/engine/engine.js b/platform/web/js/engine/engine.js new file mode 100644 index 0000000000..fb80bd55e1 --- /dev/null +++ b/platform/web/js/engine/engine.js @@ -0,0 +1,274 @@ +/** + * 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 Web export JavaScript reference + */ +const Engine = (function () { + const preloader = new Preloader(); + + let loadPromise = null; + let loadPath = ''; + let initPromise = null; + + /** + * @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(`${loadPath}.wasm`, size, true); + requestAnimationFrame(preloader.animateProgress); + } + return loadPromise; + }; + + /** + * Unload the engine to free memory. + * + * This method will be called automatically depending on the configuration. See :js:attr:`unloadAfterInit`. + * + * @function Engine.unload + */ + Engine.unload = function () { + loadPromise = null; + }; + + /** + * Safe Engine constructor, creates a new prototype for every new instance to avoid prototype pollution. + * @ignore + * @constructor + */ + function SafeEngine(initConfig) { + const proto = /** @lends Engine.prototype */ { + /** + * Initialize the engine instance. Optionally, pass the base path to the engine to load it, + * if it hasn't been loaded yet. See :js:meth:`Engine.load`. + * + * @param {string=} basePath Base path of the engine to load. + * @return {Promise} A ``Promise`` that resolves once the engine is loaded and initialized. + */ + init: function (basePath) { + if (initPromise) { + return initPromise; + } + if (loadPromise == null) { + if (!basePath) { + initPromise = Promise.reject(new Error('A base path must be provided when calling `init` and the engine is not loaded.')); + return initPromise; + } + Engine.load(basePath, this.config.fileSizes[`${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; + }, + + /** + * 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]); + }, + + /** + * 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')); + } + + let config = {}; + try { + config = me.config.getGodotConfig(function () { + me.rtenv = null; + }); + } catch (e) { + return Promise.reject(e); + } + // Godot configuration. + me.rtenv['initConfig'](config); + + // Preload GDExtension libraries. + const libs = []; + me.config.gdextensionLibs.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; + if (me.config.serviceWorker && 'serviceWorker' in navigator) { + navigator.serviceWorker.register(me.config.serviceWorker); + } + resolve(); + }); + }); + }); + }, + + /** + * 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); + }); + }, + + /** + * 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); + }, + + /** + * 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'](); + } + }, + }; + + 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; + return new Engine(initConfig); + } + + // Closure compiler exported static methods. + SafeEngine['load'] = Engine.load; + SafeEngine['unload'] = Engine.unload; + + // Feature-detection utilities. + SafeEngine['isWebGLAvailable'] = Features.isWebGLAvailable; + SafeEngine['isFetchAvailable'] = Features.isFetchAvailable; + SafeEngine['isSecureContext'] = Features.isSecureContext; + SafeEngine['isCrossOriginIsolated'] = Features.isCrossOriginIsolated; + SafeEngine['isSharedArrayBufferAvailable'] = Features.isSharedArrayBufferAvailable; + SafeEngine['isAudioWorkletAvailable'] = Features.isAudioWorkletAvailable; + SafeEngine['getMissingFeatures'] = Features.getMissingFeatures; + + return SafeEngine; +}()); +if (typeof window !== 'undefined') { + window['Engine'] = Engine; +} diff --git a/platform/web/js/engine/features.js b/platform/web/js/engine/features.js new file mode 100644 index 0000000000..b7c6c9d445 --- /dev/null +++ b/platform/web/js/engine/features.js @@ -0,0 +1,96 @@ +const Features = { // eslint-disable-line no-unused-vars + /** + * 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 + */ + isWebGLAvailable: function (majorVersion = 1) { + try { + return !!document.createElement('canvas').getContext(['webgl', 'webgl2'][majorVersion - 1]); + } catch (e) { /* Not available */ } + return false; + }, + + /** + * Check whether the Fetch API available and supports streaming responses. + * + * @returns {boolean} If the Fetch API is available and supports streaming responses. + * @function Engine.isFetchAvailable + */ + isFetchAvailable: function () { + return 'fetch' in window && 'Response' in window && 'body' in window.Response.prototype; + }, + + /** + * Check whether the engine is running in a Secure Context. + * + * @returns {boolean} If the engine is running in a Secure Context. + * @function Engine.isSecureContext + */ + isSecureContext: function () { + return window['isSecureContext'] === true; + }, + + /** + * Check whether the engine is cross origin isolated. + * This value is dependent on Cross-Origin-Opener-Policy and Cross-Origin-Embedder-Policy headers sent by the server. + * + * @returns {boolean} If the engine is running in a Secure Context. + * @function Engine.isSecureContext + */ + isCrossOriginIsolated: function () { + return window['crossOriginIsolated'] === true; + }, + + /** + * Check whether SharedBufferArray is available. + * + * Most browsers require the page to be running in a secure context, and the + * the server to provide specific CORS headers for SharedArrayBuffer to be available. + * + * @returns {boolean} If SharedArrayBuffer is available. + * @function Engine.isSharedArrayBufferAvailable + */ + isSharedArrayBufferAvailable: function () { + return 'SharedArrayBuffer' in window; + }, + + /** + * Check whether the AudioContext supports AudioWorkletNodes. + * + * @returns {boolean} If AudioWorkletNode is available. + * @function Engine.isAudioWorkletAvailable + */ + isAudioWorkletAvailable: function () { + return 'AudioContext' in window && 'audioWorklet' in AudioContext.prototype; + }, + + /** + * Return an array of missing required features (as string). + * + * @returns {Array<string>} A list of human-readable missing features. + * @function Engine.getMissingFeatures + */ + getMissingFeatures: function () { + const missing = []; + if (!Features.isWebGLAvailable(2)) { + missing.push('WebGL2 - Check web browser configuration and hardware support'); + } + if (!Features.isFetchAvailable()) { + missing.push('Fetch - Check web browser version'); + } + if (!Features.isSecureContext()) { + missing.push('Secure Context - Check web server configuration (use HTTPS)'); + } + if (!Features.isCrossOriginIsolated()) { + missing.push('Cross Origin Isolation - Check web server configuration (send correct headers)'); + } + if (!Features.isSharedArrayBufferAvailable()) { + missing.push('SharedArrayBuffer - Check web server configuration (send correct headers)'); + } + // Audio is normally optional since we have a dummy fallback. + return missing; + }, +}; diff --git a/platform/web/js/engine/preloader.js b/platform/web/js/engine/preloader.js new file mode 100644 index 0000000000..564c68d264 --- /dev/null +++ b/platform/web/js/engine/preloader.js @@ -0,0 +1,133 @@ +const Preloader = /** @constructor */ function () { // eslint-disable-line no-unused-vars + 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: fileSize || 0, + loaded: 0, + done: false, + }; + 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) { + return Promise.reject(err); + } + return new Promise(function (resolve, reject) { + setTimeout(function () { + retry(func, attempts - 1).then(resolve).catch(reject); + }, 1000); + }); + } + return func().catch(onerror); + } + + const DOWNLOAD_ATTEMPTS_MAX = 4; + const loadingFiles = {}; + const lastProgress = { loaded: 0, total: 0 }; + let progressFunc = null; + + const animateProgress = function () { + let loaded = 0; + let total = 0; + let totalIsValid = true; + let progressIsFinal = true; + + Object.keys(loadingFiles).forEach(function (file) { + const stat = loadingFiles[file]; + if (!stat.done) { + progressIsFinal = false; + } + if (!totalIsValid || stat.total === 0) { + totalIsValid = false; + total = 0; + } else { + total += stat.total; + } + loaded += stat.loaded; + }); + if (loaded !== lastProgress.loaded || total !== lastProgress.total) { + lastProgress.loaded = loaded; + lastProgress.total = total; + if (typeof progressFunc === 'function') { + progressFunc(loaded, total); + } + } + if (!progressIsFinal) { + requestAnimationFrame(animateProgress); + } + }; + + this.animateProgress = animateProgress; + + this.setProgressFunc = function (callback) { + progressFunc = callback; + }; + + 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, fileSize) { + let buffer = null; + if (typeof pathOrBuffer === 'string') { + const me = this; + return this.loadPromise(pathOrBuffer, fileSize).then(function (buf) { + me.preloadedFiles.push({ + path: destPath || pathOrBuffer, + buffer: buf, + }); + return Promise.resolve(); + }); + } else if (pathOrBuffer instanceof ArrayBuffer) { + buffer = new Uint8Array(pathOrBuffer); + } else if (ArrayBuffer.isView(pathOrBuffer)) { + buffer = new Uint8Array(pathOrBuffer.buffer); + } + if (buffer) { + this.preloadedFiles.push({ + path: destPath, + buffer: pathOrBuffer, + }); + return Promise.resolve(); + } + return Promise.reject(new Error('Invalid object for preloading')); + }; +}; |