73f396572a
Use an offline first approach, where we prefer the cached version over the network one. This forces games using PWA to always re-export the project and not just the PCK, so that the service worker version gets updated correctly, and the end-user cache is correctly cleared on update.
281 lines
9.8 KiB
JavaScript
281 lines
9.8 KiB
JavaScript
/**
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* Projects exported for the Web expose the :js:class:`Engine` class to the JavaScript environment, that allows
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* fine control over the engine's start-up process.
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*
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* This API is built in an asynchronous manner and requires basic understanding
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* of `Promises <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide/Using_promises>`__.
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*
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* @module Engine
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* @header HTML5 shell class reference
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*/
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const Engine = (function () {
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const preloader = new Preloader();
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let loadPromise = null;
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let loadPath = '';
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let initPromise = null;
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/**
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* @classdesc The ``Engine`` class provides methods for loading and starting exported projects on the Web. For default export
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* settings, this is already part of the exported HTML page. To understand practical use of the ``Engine`` class,
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* see :ref:`Custom HTML page for Web export <doc_customizing_html5_shell>`.
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*
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* @description Create a new Engine instance with the given configuration.
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*
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* @global
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* @constructor
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* @param {EngineConfig} initConfig The initial config for this instance.
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*/
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function Engine(initConfig) { // eslint-disable-line no-shadow
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this.config = new InternalConfig(initConfig);
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this.rtenv = null;
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}
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/**
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* Load the engine from the specified base path.
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*
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* @param {string} basePath Base path of the engine to load.
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* @param {number=} [size=0] The file size if known.
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* @returns {Promise} A Promise that resolves once the engine is loaded.
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*
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* @function Engine.load
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*/
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Engine.load = function (basePath, size) {
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if (loadPromise == null) {
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loadPath = basePath;
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loadPromise = preloader.loadPromise(`${loadPath}.wasm`, size, true);
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requestAnimationFrame(preloader.animateProgress);
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}
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return loadPromise;
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};
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/**
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* Unload the engine to free memory.
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*
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* This method will be called automatically depending on the configuration. See :js:attr:`unloadAfterInit`.
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*
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* @function Engine.unload
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*/
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Engine.unload = function () {
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loadPromise = null;
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};
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/**
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* Check whether WebGL is available. Optionally, specify a particular version of WebGL to check for.
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*
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* @param {number=} [majorVersion=1] The major WebGL version to check for.
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* @returns {boolean} If the given major version of WebGL is available.
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* @function Engine.isWebGLAvailable
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*/
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Engine.isWebGLAvailable = function (majorVersion = 1) {
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try {
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return !!document.createElement('canvas').getContext(['webgl', 'webgl2'][majorVersion - 1]);
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} catch (e) { /* Not available */ }
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return false;
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};
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/**
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* Safe Engine constructor, creates a new prototype for every new instance to avoid prototype pollution.
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* @ignore
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* @constructor
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*/
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function SafeEngine(initConfig) {
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const proto = /** @lends Engine.prototype */ {
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/**
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* Initialize the engine instance. Optionally, pass the base path to the engine to load it,
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* if it hasn't been loaded yet. See :js:meth:`Engine.load`.
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*
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* @param {string=} basePath Base path of the engine to load.
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* @return {Promise} A ``Promise`` that resolves once the engine is loaded and initialized.
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*/
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init: function (basePath) {
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if (initPromise) {
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return initPromise;
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}
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if (loadPromise == null) {
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if (!basePath) {
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initPromise = Promise.reject(new Error('A base path must be provided when calling `init` and the engine is not loaded.'));
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return initPromise;
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}
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Engine.load(basePath, this.config.fileSizes[`${basePath}.wasm`]);
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}
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const me = this;
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function doInit(promise) {
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// Care! Promise chaining is bogus with old emscripten versions.
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// This caused a regression with the Mono build (which uses an older emscripten version).
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// Make sure to test that when refactoring.
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return new Promise(function (resolve, reject) {
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promise.then(function (response) {
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const cloned = new Response(response.clone().body, { 'headers': [['content-type', 'application/wasm']] });
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Godot(me.config.getModuleConfig(loadPath, cloned)).then(function (module) {
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const paths = me.config.persistentPaths;
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module['initFS'](paths).then(function (err) {
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me.rtenv = module;
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if (me.config.unloadAfterInit) {
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Engine.unload();
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}
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resolve();
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});
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});
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});
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});
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}
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preloader.setProgressFunc(this.config.onProgress);
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initPromise = doInit(loadPromise);
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return initPromise;
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},
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/**
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* Load a file so it is available in the instance's file system once it runs. Must be called **before** starting the
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* instance.
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*
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* If not provided, the ``path`` is derived from the URL of the loaded file.
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*
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* @param {string|ArrayBuffer} file The file to preload.
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*
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* If a ``string`` the file will be loaded from that path.
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*
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* If an ``ArrayBuffer`` or a view on one, the buffer will used as the content of the file.
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*
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* @param {string=} path Path by which the file will be accessible. Required, if ``file`` is not a string.
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*
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* @returns {Promise} A Promise that resolves once the file is loaded.
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*/
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preloadFile: function (file, path) {
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return preloader.preload(file, path, this.config.fileSizes[file]);
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},
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/**
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* Start the engine instance using the given override configuration (if any).
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* :js:meth:`startGame <Engine.prototype.startGame>` can be used in typical cases instead.
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*
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* This will initialize the instance if it is not initialized. For manual initialization, see :js:meth:`init <Engine.prototype.init>`.
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* The engine must be loaded beforehand.
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*
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* Fails if a canvas cannot be found on the page, or not specified in the configuration.
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*
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* @param {EngineConfig} override An optional configuration override.
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* @return {Promise} Promise that resolves once the engine started.
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*/
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start: function (override) {
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this.config.update(override);
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const me = this;
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return me.init().then(function () {
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if (!me.rtenv) {
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return Promise.reject(new Error('The engine must be initialized before it can be started'));
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}
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let config = {};
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try {
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config = me.config.getGodotConfig(function () {
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me.rtenv = null;
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});
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} catch (e) {
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return Promise.reject(e);
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}
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// Godot configuration.
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me.rtenv['initConfig'](config);
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// Preload GDNative libraries.
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const libs = [];
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me.config.gdnativeLibs.forEach(function (lib) {
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libs.push(me.rtenv['loadDynamicLibrary'](lib, { 'loadAsync': true }));
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});
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return Promise.all(libs).then(function () {
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return new Promise(function (resolve, reject) {
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preloader.preloadedFiles.forEach(function (file) {
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me.rtenv['copyToFS'](file.path, file.buffer);
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});
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preloader.preloadedFiles.length = 0; // Clear memory
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me.rtenv['callMain'](me.config.args);
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initPromise = null;
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if (me.config.serviceWorker && 'serviceWorker' in navigator) {
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navigator.serviceWorker.register(me.config.serviceWorker);
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}
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resolve();
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});
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});
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});
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},
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/**
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* Start the game instance using the given configuration override (if any).
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*
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* This will initialize the instance if it is not initialized. For manual initialization, see :js:meth:`init <Engine.prototype.init>`.
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*
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* This will load the engine if it is not loaded, and preload the main pck.
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*
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* This method expects the initial config (or the override) to have both the :js:attr:`executable` and :js:attr:`mainPack`
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* properties set (normally done by the editor during export).
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*
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* @param {EngineConfig} override An optional configuration override.
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* @return {Promise} Promise that resolves once the game started.
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*/
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startGame: function (override) {
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this.config.update(override);
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// Add main-pack argument.
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const exe = this.config.executable;
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const pack = this.config.mainPack || `${exe}.pck`;
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this.config.args = ['--main-pack', pack].concat(this.config.args);
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// Start and init with execName as loadPath if not inited.
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const me = this;
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return Promise.all([
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this.init(exe),
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this.preloadFile(pack, pack),
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]).then(function () {
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return me.start.apply(me);
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});
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},
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/**
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* Create a file at the specified ``path`` with the passed as ``buffer`` in the instance's file system.
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*
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* @param {string} path The location where the file will be created.
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* @param {ArrayBuffer} buffer The content of the file.
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*/
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copyToFS: function (path, buffer) {
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if (this.rtenv == null) {
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throw new Error('Engine must be inited before copying files');
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}
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this.rtenv['copyToFS'](path, buffer);
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},
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/**
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* Request that the current instance quit.
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*
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* This is akin the user pressing the close button in the window manager, and will
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* have no effect if the engine has crashed, or is stuck in a loop.
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*
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*/
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requestQuit: function () {
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if (this.rtenv) {
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this.rtenv['request_quit']();
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}
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},
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};
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Engine.prototype = proto;
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// Closure compiler exported instance methods.
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Engine.prototype['init'] = Engine.prototype.init;
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Engine.prototype['preloadFile'] = Engine.prototype.preloadFile;
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Engine.prototype['start'] = Engine.prototype.start;
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Engine.prototype['startGame'] = Engine.prototype.startGame;
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Engine.prototype['copyToFS'] = Engine.prototype.copyToFS;
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Engine.prototype['requestQuit'] = Engine.prototype.requestQuit;
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// Also expose static methods as instance methods
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Engine.prototype['load'] = Engine.load;
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Engine.prototype['unload'] = Engine.unload;
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Engine.prototype['isWebGLAvailable'] = Engine.isWebGLAvailable;
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return new Engine(initConfig);
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}
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// Closure compiler exported static methods.
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SafeEngine['load'] = Engine.load;
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SafeEngine['unload'] = Engine.unload;
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SafeEngine['isWebGLAvailable'] = Engine.isWebGLAvailable;
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return SafeEngine;
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}());
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if (typeof window !== 'undefined') {
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window['Engine'] = Engine;
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}
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