virtualx-engine/platform/web/js/engine/engine.js
Fabio Alessandrelli 27d67b5ae6 [Web] Use the module config to preload GDExtension libraries.
Instead of calling loadDynamicLibraries ourselves, we add the
GDExtension libraries to preload to the "dynamicLibraries" module config
property.

This seems to fix some threading issue with some browsers during the
init phase.
2024-06-14 16:04:16 +02:00

282 lines
10 KiB
JavaScript

/**
* 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.
if (me.config.gdextensionLibs.length > 0 && !me.rtenv['loadDynamicLibrary']) {
return Promise.reject(new Error('GDExtension libraries are not supported by this engine version. '
+ 'Enable "Extensions Support" for your export preset and/or build your custom template with "dlink_enabled=yes".'));
}
return new Promise(function (resolve, reject) {
for (const file of preloader.preloadedFiles) {
me.rtenv['copyToFS'](file.path, file.buffer);
}
preloader.preloadedFiles.length = 0; // Clear memory
me.rtenv['callMain'](me.config.args);
initPromise = null;
me.installServiceWorker();
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']();
}
},
/**
* Install the progressive-web app service worker.
* @returns {Promise} The service worker registration promise.
*/
installServiceWorker: function () {
if (this.config.serviceWorker && 'serviceWorker' in navigator) {
return navigator.serviceWorker.register(this.config.serviceWorker);
}
return Promise.resolve();
},
};
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;
Engine.prototype['installServiceWorker'] = Engine.prototype.installServiceWorker;
// 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;
}