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var Godot=(()=>{var _scriptName=globalThis.document?.currentScript?.src;return async function(moduleArg={}){var Module=moduleArg;var ENVIRONMENT_IS_WEB=!!globalThis.window;var ENVIRONMENT_IS_WORKER=!!globalThis.WorkerGlobalScope;var ENVIRONMENT_IS_NODE=globalThis.process?.versions?.node&&globalThis.process?.type!="renderer";var programArgs=[];var thisProgram="./this.program";var quit_=(status,toThrow)=>{throw toThrow};if(ENVIRONMENT_IS_WORKER){_scriptName=self.location.href}var scriptDirectory="";function locateFile(path){if(Module["locateFile"]){return Module["locateFile"](path,scriptDirectory)}return scriptDirectory+path}var readAsync,readBinary;if(ENVIRONMENT_IS_WEB||ENVIRONMENT_IS_WORKER){try{scriptDirectory=new URL(".",_scriptName).href}catch{}{if(ENVIRONMENT_IS_WORKER){readBinary=url=>{var xhr=new XMLHttpRequest;xhr.open("GET",url,false);xhr.responseType="arraybuffer";xhr.send(null);return new Uint8Array(xhr.response)}}readAsync=async url=>{var response=await fetch(url,{credentials:"same-origin"});if(response.ok){return response.arrayBuffer()}throw new Error(response.status+" : "+response.url)}}}else{}var out=console.log.bind(console);var err=console.error.bind(console);var wasmBinary;var ABORT=false;var EXITSTATUS;class EmscriptenEH{}var runtimeInitialized=false;var runtimeExited=false;function getMemoryBuffer(){return wasmMemory.buffer}function updateMemoryViews(){if(HEAP8?.buffer?.resizable)return;var b=getMemoryBuffer();Module["HEAP8"]=HEAP8=new Int8Array(b);Module["HEAP16"]=HEAP16=new Int16Array(b);Module["HEAPU8"]=HEAPU8=new Uint8Array(b);Module["HEAPU16"]=HEAPU16=new Uint16Array(b);Module["HEAP32"]=HEAP32=new Int32Array(b);Module["HEAPU32"]=HEAPU32=new Uint32Array(b);Module["HEAPF32"]=HEAPF32=new Float32Array(b);Module["HEAPF64"]=HEAPF64=new Float64Array(b);Module["HEAP64"]=HEAP64=new BigInt64Array(b);Module["HEAPU64"]=HEAPU64=new BigUint64Array(b)}function preRun(){var preRun=Module["preRun"];if(preRun){if(typeof preRun=="function")preRun=[preRun];onPreRuns.push(...preRun)}callRuntimeCallbacks(onPreRuns)}function initRuntime(){runtimeInitialized=true;if(!Module["noFSInit"]&&!FS.initialized)FS.init();TTY.init();wasmExports["yf"]();FS.ignorePermissions=false}function exitRuntime(){___funcs_on_exit();FS.quit();TTY.shutdown();IDBFS.quit();clearTimers();runtimeExited=true}function postRun(){var postRun=Module["postRun"];if(postRun){if(typeof postRun=="function")postRun=[postRun];onPostRuns.push(...postRun)}callRuntimeCallbacks(onPostRuns)}function abort(what){Module["onAbort"]?.(what);what=`Aborted(${what})`;err(what);ABORT=true;what+=". Build with -sASSERTIONS for more info.";var e=new WebAssembly.RuntimeError(what);throw e}var wasmBinaryFile;function findWasmBinary(){return locateFile("godot.web.template_release.wasm32.nothreads.wasm")}function getBinarySync(file){if(readBinary){return readBinary(file)}throw"both async and sync fetching of the wasm failed"}async function getWasmBinary(binaryFile){if(!wasmBinary){try{var response=await readAsync(binaryFile);return new Uint8Array(response)}catch{}}return getBinarySync(binaryFile)}async function instantiateArrayBuffer(binaryFile,imports){try{var binary=await getWasmBinary(binaryFile);var instance=await WebAssembly.instantiate(binary,imports);return instance}catch(reason){err(`failed to asynchronously prepare wasm: ${reason}`);abort(reason)}}async function instantiateAsync(binary,binaryFile,imports){if(!binary){try{var response=fetch(binaryFile,{credentials:"same-origin"});var instantiationResult=await WebAssembly.instantiateStreaming(response,imports);return instantiationResult}catch(reason){err(`wasm streaming compile failed: ${reason}`);err("falling back to ArrayBuffer instantiation")}}return instantiateArrayBuffer(binaryFile,imports)}function getWasmImports(){var imports={a:wasmImports};return imports}async function createWasm(){function receiveInstance(instance){wasmExports=instance.exports;assignWasmExports(wasmExports);updateMemoryViews();return wasmExports}function receiveInstantiationResult(result){return receiveInstance(result["instance"])}var info=getWasmImports();var instantiateWasm=Module["instantiateWasm"];if(instantiateWasm){return new Promise(resolve=>{instantiateWasm(info,inst=>resolve(receiveInstance(inst)))})}wasmBinaryFile??=findWasmBinary();var result=await instantiateAsync(wasmBinary,wasmBinaryFile,info);var exports=receiveInstantiationResult(result);return exports}class ExitStatus{name="ExitStatus";constructor(status){this.message=`Program terminated with exit(${status})`;this.status=status}}var HEAP8;var callRuntimeCallbacks=callbacks=>{while(callbacks.length>0){callbacks.shift()(Module)}};var onPostRuns=[];var addOnPostRun=cb=>onPostRuns.push(cb);var onPreRuns=[];var noExitRuntime=false;var getWasmTableEntry=funcPtr=>wasmTable.get(funcPtr);var ___call_sighandler=(fp,sig)=>getWasmTableEntry(fp)(sig);var PATH={isAbs:path=>path.charAt(0)==="/",splitPath:filename=>{var splitPathRe=/^(\/?|)([\s\S]*?)((?:\.{1,2}|[^\/]+?|)(\.[^.\/]Line truncated
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;return Module}})();if(typeof exports==="object"&&typeof module==="object"){module.exports=Godot;module.exports.default=Godot}else if(typeof define==="function"&&define["amd"])define([],()=>Godot);
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const Features = {
|
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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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||||
isWebGLAvailable: function (majorVersion = 1) {
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try {
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const canvas = /** @type {!HTMLCanvasElement} */ (document.createElement('canvas'));
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return !!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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||||
/**
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||||
* Check whether the Fetch API available and supports streaming responses.
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*
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||||
* @returns {boolean} If the Fetch API is available and supports streaming responses.
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* @function Engine.isFetchAvailable
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*/
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isFetchAvailable: function () {
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||||
return 'fetch' in window && 'Response' in window && 'body' in window.Response.prototype;
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},
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||||
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||||
/**
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||||
* Check whether the engine is running in a Secure Context.
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||||
*
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||||
* @returns {boolean} If the engine is running in a Secure Context.
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* @function Engine.isSecureContext
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||||
*/
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isSecureContext: function () {
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return window['isSecureContext'] === true;
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},
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||||
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/**
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||||
* Check whether the engine is cross origin isolated.
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* This value is dependent on Cross-Origin-Opener-Policy and Cross-Origin-Embedder-Policy headers sent by the server.
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*
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* @returns {boolean} If the engine is running in a Secure Context.
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* @function Engine.isCrossOriginIsolated
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*/
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isCrossOriginIsolated: function () {
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return window['crossOriginIsolated'] === true;
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},
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/**
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* Check whether SharedBufferArray is available.
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*
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* Most browsers require the page to be running in a secure context, and the
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* the server to provide specific CORS headers for SharedArrayBuffer to be available.
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*
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* @returns {boolean} If SharedArrayBuffer is available.
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* @function Engine.isSharedArrayBufferAvailable
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*/
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isSharedArrayBufferAvailable: function () {
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return 'SharedArrayBuffer' in window;
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},
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/**
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* Check whether the AudioContext supports AudioWorkletNodes.
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*
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* @returns {boolean} If AudioWorkletNode is available.
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* @function Engine.isAudioWorkletAvailable
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*/
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isAudioWorkletAvailable: function () {
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return 'AudioContext' in window && 'audioWorklet' in AudioContext.prototype;
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},
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/**
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* Return an array of missing required features (as string).
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*
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* @returns {!Array<string>} A list of human-readable missing features.
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* @function Engine.getMissingFeatures
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* @param {{threads: (boolean|undefined)}=} supportedFeatures
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*/
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getMissingFeatures: function (supportedFeatures = {}) {
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const {
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// Quotes are needed for the Closure compiler.
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'threads': supportsThreads = true,
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} = supportedFeatures;
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const missing = [];
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if (!Features.isWebGLAvailable(2)) {
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missing.push('WebGL2 - Check web browser configuration and hardware support');
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}
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if (!Features.isFetchAvailable()) {
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missing.push('Fetch - Check web browser version');
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}
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if (!Features.isSecureContext()) {
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missing.push('Secure Context - Check web server configuration (use HTTPS)');
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}
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if (supportsThreads) {
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if (!Features.isCrossOriginIsolated()) {
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missing.push('Cross-Origin Isolation - Check that the web server configuration sends the correct headers.');
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}
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if (!Features.isSharedArrayBufferAvailable()) {
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missing.push('SharedArrayBuffer - Check that the web server configuration sends the correct headers.');
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}
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}
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// Audio is normally optional since we have a dummy fallback.
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return missing;
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},
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};
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const Preloader = /** @constructor */ function () { // eslint-disable-line no-unused-vars
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function getTrackedResponse(response, load_status) {
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function onloadprogress(reader, controller) {
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return reader.read().then(function (result) {
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if (load_status.done) {
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return Promise.resolve();
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}
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if (result.value) {
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controller.enqueue(result.value);
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load_status.loaded += result.value.length;
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}
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if (!result.done) {
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return onloadprogress(reader, controller);
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}
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load_status.done = true;
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return Promise.resolve();
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});
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}
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const reader = response.body.getReader();
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return new Response(new ReadableStream({
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start: function (controller) {
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onloadprogress(reader, controller).then(function () {
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controller.close();
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});
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},
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}), { headers: response.headers });
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}
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function loadFetch(file, tracker, fileSize, raw) {
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tracker[file] = {
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total: fileSize || 0,
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loaded: 0,
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done: false,
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};
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return fetch(file).then(function (response) {
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if (!response.ok) {
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return Promise.reject(new Error(`Failed loading file '${file}'`));
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}
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const tr = getTrackedResponse(response, tracker[file]);
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if (raw) {
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return Promise.resolve(tr);
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}
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return tr.arrayBuffer();
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});
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}
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function retry(func, attempts = 1) {
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function onerror(err) {
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if (attempts <= 1) {
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return Promise.reject(err);
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}
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return new Promise(function (resolve, reject) {
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setTimeout(function () {
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retry(func, attempts - 1).then(resolve).catch(reject);
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}, 1000);
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});
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}
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return func().catch(onerror);
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}
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const DOWNLOAD_ATTEMPTS_MAX = 4;
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const loadingFiles = {};
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const lastProgress = { loaded: 0, total: 0 };
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let progressFunc = null;
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const animateProgress = function () {
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let loaded = 0;
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let total = 0;
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let totalIsValid = true;
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let progressIsFinal = true;
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Object.keys(loadingFiles).forEach(function (file) {
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const stat = loadingFiles[file];
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if (!stat.done) {
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progressIsFinal = false;
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}
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if (!totalIsValid || stat.total === 0) {
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totalIsValid = false;
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total = 0;
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} else {
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total += stat.total;
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}
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loaded += stat.loaded;
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});
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if (loaded !== lastProgress.loaded || total !== lastProgress.total) {
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lastProgress.loaded = loaded;
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lastProgress.total = total;
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if (typeof progressFunc === 'function') {
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progressFunc(loaded, total);
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}
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}
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if (!progressIsFinal) {
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requestAnimationFrame(animateProgress);
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}
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};
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this.animateProgress = animateProgress;
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this.setProgressFunc = function (callback) {
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progressFunc = callback;
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};
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this.loadPromise = function (file, fileSize, raw = false) {
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return retry(loadFetch.bind(null, file, loadingFiles, fileSize, raw), DOWNLOAD_ATTEMPTS_MAX);
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};
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this.preloadedFiles = [];
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this.preload = function (pathOrBuffer, destPath, fileSize) {
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let buffer = null;
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if (typeof pathOrBuffer === 'string') {
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const me = this;
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return this.loadPromise(pathOrBuffer, fileSize).then(function (buf) {
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me.preloadedFiles.push({
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path: destPath || pathOrBuffer,
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buffer: buf,
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||||
});
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return Promise.resolve();
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||||
});
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} else if (pathOrBuffer instanceof ArrayBuffer) {
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buffer = new Uint8Array(pathOrBuffer);
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} else if (ArrayBuffer.isView(pathOrBuffer)) {
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buffer = new Uint8Array(pathOrBuffer.buffer);
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}
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if (buffer) {
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this.preloadedFiles.push({
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path: destPath,
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buffer: pathOrBuffer,
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});
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return Promise.resolve();
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||||
}
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return Promise.reject(new Error('Invalid object for preloading'));
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};
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||||
};
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/**
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* An object used to configure the Engine instance based on godot export options, and to override those in custom HTML
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* templates if needed.
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*
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* @header Engine configuration
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* @summary The Engine configuration object. This is just a typedef, create it like a regular object, e.g.:
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*
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* ``const MyConfig = { executable: 'godot', unloadAfterInit: false }``
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*
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* @typedef {!Object} EngineConfig
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*/
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const EngineConfig = {}; // eslint-disable-line no-unused-vars
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/**
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* @struct
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* @constructor
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* @param {?EngineConfig} initConfig
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* @ignore
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*/
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const InternalConfig = function (initConfig) { // eslint-disable-line no-unused-vars
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const cfg = /** @lends {InternalConfig.prototype} */ {
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/**
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* Whether to unload the engine automatically after the instance is initialized.
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*
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* @export
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* @memberof EngineConfig
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* @default
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* @type {boolean}
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*/
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unloadAfterInit: true,
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/**
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* The HTML DOM Canvas object to use.
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*
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* By default, the first canvas element in the document will be used is none is specified.
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*
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* @export
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* @memberof EngineConfig
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* @default
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* @type {?HTMLCanvasElement}
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*/
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canvas: null,
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/**
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* The name of the WASM file without the extension. (Set by Godot Editor export process).
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*
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* @export
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* @memberof EngineConfig
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* @default
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* @type {string}
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*/
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executable: '',
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/**
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* An alternative name for the game pck to load. The executable name is used otherwise.
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*
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* @export
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* @memberof EngineConfig
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* @default
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* @type {?string}
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*/
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mainPack: null,
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/**
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* Specify a language code to select the proper localization for the game.
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||||
*
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* The browser locale will be used if none is specified. See complete list of
|
||||
* :ref:`supported locales <doc_locales>`.
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*
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* @export
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||||
* @memberof EngineConfig
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||||
* @type {?string}
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||||
* @default
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||||
*/
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locale: null,
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||||
/**
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||||
* The canvas resize policy determines how the canvas should be resized by Godot.
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||||
*
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||||
* ``0`` means Godot won't do any resizing. This is useful if you want to control the canvas size from
|
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* JavaScript code in your template.
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*
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||||
* ``1`` means Godot will resize the canvas on start, and when changing window size via engine functions.
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||||
*
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||||
* ``2`` means Godot will adapt the canvas size to match the whole browser window.
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||||
*
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||||
* @export
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||||
* @memberof EngineConfig
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||||
* @type {number}
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||||
* @default
|
||||
*/
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||||
canvasResizePolicy: 2,
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||||
/**
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||||
* The arguments to be passed as command line arguments on startup.
|
||||
*
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||||
* See :ref:`command line tutorial <doc_command_line_tutorial>`.
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||||
*
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||||
* **Note**: :js:meth:`startGame <Engine.prototype.startGame>` will always add the ``--main-pack`` argument.
|
||||
*
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||||
* @export
|
||||
* @memberof EngineConfig
|
||||
* @type {!Array<string>}
|
||||
* @default
|
||||
*/
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||||
args: [],
|
||||
/**
|
||||
* When enabled, the game canvas will automatically grab the focus when the engine starts.
|
||||
*
|
||||
* @export
|
||||
* @memberof EngineConfig
|
||||
* @type {boolean}
|
||||
* @default
|
||||
*/
|
||||
focusCanvas: true,
|
||||
/**
|
||||
* When enabled, this will turn on experimental virtual keyboard support on mobile.
|
||||
*
|
||||
* @export
|
||||
* @memberof EngineConfig
|
||||
* @type {boolean}
|
||||
* @default
|
||||
*/
|
||||
experimentalVK: false,
|
||||
/**
|
||||
* The progressive web app service worker to install.
|
||||
*
|
||||
* @export
|
||||
* @memberof EngineConfig
|
||||
* @default
|
||||
* @type {string}
|
||||
*/
|
||||
serviceWorker: '',
|
||||
/**
|
||||
* @ignore
|
||||
* @export
|
||||
* @type {!Array<string>}
|
||||
*/
|
||||
persistentPaths: ['/userfs'],
|
||||
/**
|
||||
* @ignore
|
||||
* @export
|
||||
* @type {!Array<string>}
|
||||
*/
|
||||
gdextensionLibs: [],
|
||||
/**
|
||||
* @ignore
|
||||
* @export
|
||||
* @type {!Object<string, number>}
|
||||
*/
|
||||
fileSizes: {},
|
||||
/**
|
||||
* @ignore
|
||||
* @export
|
||||
* @type {number}
|
||||
*/
|
||||
emscriptenPoolSize: 8,
|
||||
/**
|
||||
* @ignore
|
||||
* @export
|
||||
* @type {number}
|
||||
*/
|
||||
godotPoolSize: 4,
|
||||
/**
|
||||
* A MessagePort used to send debug messages when using protocol messageport://
|
||||
* @export
|
||||
* @memberof EngineConfig
|
||||
* @default
|
||||
* @type {?MessagePort}
|
||||
*/
|
||||
debugPort: null,
|
||||
/**
|
||||
* The Process ID assigned to this instance (useful for debugging).
|
||||
* @memberof EngineConfig
|
||||
* @export
|
||||
* @default
|
||||
* @type {number}
|
||||
*/
|
||||
pid: 0,
|
||||
/**
|
||||
* 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
|
||||
* @export
|
||||
* @type {?function(string, !Array<string>):?number}
|
||||
*/
|
||||
onExecute: null,
|
||||
/**
|
||||
* A callback function for handling Godot's ``OS.kill`` calls.
|
||||
*
|
||||
* This is for example used in the Web Editor template to forcefully terminate a running game instance.
|
||||
*
|
||||
* @callback EngineConfig.onTerminatePID
|
||||
* @param {number} pid The Process ID to terminate.
|
||||
*/
|
||||
/**
|
||||
* @ignore
|
||||
* @export
|
||||
* @type {?function(number)}
|
||||
*/
|
||||
onTerminatePID: 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
|
||||
* @export
|
||||
* @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
|
||||
* @export
|
||||
* @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
|
||||
* @export
|
||||
* @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
|
||||
* @export
|
||||
* @type {?function(...*)}
|
||||
*/
|
||||
onPrintError: function (var_args) {
|
||||
console.error.apply(console, Array.from(arguments)); // eslint-disable-line no-console
|
||||
},
|
||||
};
|
||||
|
||||
/**
|
||||
* @ignore
|
||||
* @constructor
|
||||
* @struct
|
||||
* @param {?EngineConfig} opts
|
||||
*/
|
||||
function Config(opts) {
|
||||
this.update(opts);
|
||||
}
|
||||
|
||||
Config.prototype = cfg;
|
||||
|
||||
/**
|
||||
* @ignore
|
||||
* @param {?EngineConfig} opts
|
||||
*/
|
||||
Config.prototype.update = function (opts) {
|
||||
const config = opts || {};
|
||||
const me = this;
|
||||
Object.keys(cfg).forEach((key) => {
|
||||
/**
|
||||
* @ignore
|
||||
* @suppress {checkTypes}
|
||||
*/
|
||||
me[key] = typeof (config[key]) === 'undefined' ? me[key] : config[key];
|
||||
});
|
||||
};
|
||||
|
||||
/**
|
||||
* @ignore
|
||||
* @param {string} loadPath
|
||||
* @param {!Response} response
|
||||
* @return {!Object}
|
||||
*/
|
||||
Config.prototype.getModuleConfig = function (loadPath, response) {
|
||||
let r = response;
|
||||
const gdext = this.gdextensionLibs;
|
||||
return {
|
||||
'print': this.onPrint,
|
||||
'printErr': this.onPrintError,
|
||||
'thisProgram': this.executable,
|
||||
'noExitRuntime': false,
|
||||
'dynamicLibraries': [`${loadPath}.side.wasm`].concat(this.gdextensionLibs),
|
||||
'emscriptenPoolSize': this.emscriptenPoolSize,
|
||||
'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.startsWith('godot.')) {
|
||||
return path;
|
||||
} else if (path.endsWith('.audio.worklet.js')) {
|
||||
return `${loadPath}.audio.worklet.js`;
|
||||
} else if (path.endsWith('.audio.position.worklet.js')) {
|
||||
return `${loadPath}.audio.position.worklet.js`;
|
||||
} else if (path.endsWith('.js')) {
|
||||
return `${loadPath}.js`;
|
||||
} else if (path in gdext) {
|
||||
return path;
|
||||
} else if (path.endsWith('.side.wasm')) {
|
||||
return `${loadPath}.side.wasm`;
|
||||
} else if (path.endsWith('.wasm')) {
|
||||
return `${loadPath}.wasm`;
|
||||
}
|
||||
return path;
|
||||
},
|
||||
};
|
||||
};
|
||||
|
||||
/**
|
||||
* @ignore
|
||||
* @param {function()} cleanup
|
||||
* @return {!Object}
|
||||
*/
|
||||
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 {
|
||||
'pid': this.pid,
|
||||
'canvas': this.canvas,
|
||||
'canvasResizePolicy': this.canvasResizePolicy,
|
||||
'locale': locale,
|
||||
'virtualKeyboard': this.experimentalVK,
|
||||
'godotPoolSize': this.godotPoolSize,
|
||||
'focusCanvas': this.focusCanvas,
|
||||
'debugPort': this.debugPort,
|
||||
'onExecute': this.onExecute,
|
||||
'onTerminatePID': this.onTerminatePID,
|
||||
'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);
|
||||
};
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*
|
||||
* @export
|
||||
* @param {string} basePath Base path of the engine to load.
|
||||
* @param {number=} [size=0] The file size if known.
|
||||
* @return {!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`.
|
||||
*
|
||||
* @export
|
||||
* @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`.
|
||||
*
|
||||
* @export
|
||||
* @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.
|
||||
*
|
||||
* @export
|
||||
* @param {string=} path Path by which the file will be accessible. Required, if ``file`` is not a string.
|
||||
* @return {!Promise} A Promise that resolves once the file is loaded.
|
||||
*/
|
||||
preloadFile: function (file, path) {
|
||||
const size = typeof (file) == 'string' ? this.config.fileSizes[file] : 0;
|
||||
return preloader.preload(file, path, size);
|
||||
},
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*
|
||||
* @export
|
||||
* @param {?EngineConfig} override An optional configuration override.
|
||||
* @return {!Promise} A 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).
|
||||
*
|
||||
* @export
|
||||
* @param {?EngineConfig} override An optional configuration override.
|
||||
* @return {!Promise} A 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.
|
||||
*
|
||||
* @export
|
||||
* @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.
|
||||
*
|
||||
* @export
|
||||
*/
|
||||
requestQuit: function () {
|
||||
if (this.rtenv) {
|
||||
this.rtenv['request_quit']();
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Forcibly exit the current instance.
|
||||
*
|
||||
* This is akin to terminating the process on a regular OS, and *may* be able to terminate
|
||||
* the engine and free resources even if the engine has crashed, or is stuck in a loop.
|
||||
*
|
||||
* @export
|
||||
*/
|
||||
forceQuit: function () {
|
||||
if (this.rtenv) {
|
||||
this.rtenv['force_quit']();
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Editor-Only.
|
||||
*
|
||||
* Adds a new EditorDebuggerSession connected via the given port.
|
||||
*
|
||||
* @export
|
||||
* @param {!MessagePort} port The port used for the debugger session.
|
||||
*/
|
||||
addDebuggerSession: function (port) {
|
||||
if (this.rtenv) {
|
||||
this.rtenv['add_debugger_session'](port);
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Install the progressive-web app service worker.
|
||||
*
|
||||
* @export
|
||||
* @return {!Promise} The service worker registration promise.
|
||||
*/
|
||||
installServiceWorker: function () {
|
||||
if (this.config.serviceWorker && 'serviceWorker' in navigator) {
|
||||
try {
|
||||
return navigator.serviceWorker.register(this.config.serviceWorker);
|
||||
} catch (e) {
|
||||
return Promise.reject(e);
|
||||
}
|
||||
}
|
||||
return Promise.resolve();
|
||||
},
|
||||
};
|
||||
|
||||
Engine.prototype = proto;
|
||||
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;
|
||||
}
|
||||
Reference in new issue
Block a user