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Delete semag/solitaire/dmloader.js
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@ -1,881 +0,0 @@
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// file downloader
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// wraps XMLHttpRequest and adds retry support and progress updates when the
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// content is gzipped (gzipped content doesn't report a computable content length
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// on Google Chrome)
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var FileLoader = {
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options: {
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retryCount: 4,
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retryInterval: 1000,
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},
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// do xhr request with retries
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request: function(url, method, responseType, currentAttempt) {
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if (typeof method === 'undefined') throw "No method specified";
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if (typeof method === 'responseType') throw "No responseType specified";
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if (typeof currentAttempt === 'undefined') currentAttempt = 0;
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var obj = {
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send: function() {
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var onprogress = this.onprogress;
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var onload = this.onload;
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var onerror = this.onerror;
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var xhr = new XMLHttpRequest();
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xhr.open(method, url, true);
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xhr.responseType = responseType;
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xhr.onprogress = function(e) {
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if (onprogress) onprogress(xhr, e);
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};
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xhr.onerror = function(e) {
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if (currentAttempt == FileLoader.options.retryCount) {
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if (onerror) onerror(xhr, e);
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return;
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}
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currentAttempt = currentAttempt + 1;
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setTimeout(obj.send, FileLoader.options.retryInterval);
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};
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xhr.onload = function(e) {
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if (onload) onload(xhr, e);
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};
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xhr.send(null);
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}
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};
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return obj;
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},
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// Do HTTP HEAD request to get size of resource
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// callback will receive size or undefined in case of an error
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size: function(url, callback) {
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var request = FileLoader.request(url, "HEAD", "text");
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request.onerror = function(xhr, e) {
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callback(undefined);
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};
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request.onload = function(xhr, e) {
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if (xhr.readyState === 4) {
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if (xhr.status === 200) {
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var total = xhr.getResponseHeader('content-length');
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callback(total);
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} else {
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callback(undefined);
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}
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}
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};
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request.send();
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},
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// Do HTTP GET request
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// onprogress(loaded, total)
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// onerror(error)
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// onload(response)
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load: function(url, responseType, estimatedSize, onprogress, onerror, onload) {
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var request = FileLoader.request(url, "GET", responseType);
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request.onprogress = function(xhr, e) {
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if (e.lengthComputable) {
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onprogress(e.loaded, e.total);
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return;
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}
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var contentLength = xhr.getResponseHeader('content-length');
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var size = contentLength != undefined ? contentLength : estimatedSize;
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if (size) {
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onprogress(e.loaded, size);
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} else {
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onprogress(e.loaded, e.loaded);
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}
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};
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request.onerror = function(xhr, e) {
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onerror("Error loading '" + url + "' (" + e + ")");
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};
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request.onload = function(xhr, e) {
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if (xhr.readyState === 4) {
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if (xhr.status === 200) {
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var res = xhr.response;
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if (responseType == "json" && typeof res === "string") {
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onload(JSON.parse(res));
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} else {
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onload(res);
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}
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} else {
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onerror("Error loading '" + url + "' (" + e + ")");
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}
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}
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};
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request.send();
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}
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};
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var EngineLoader = {
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wasm_size: 2000000,
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wasm_from: 0,
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wasm_to: 40,
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wasmjs_size: 250000,
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wasmjs_from: 40,
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wasmjs_to: 50,
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asmjs_size: 4000000,
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asmjs_from: 0,
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asmjs_to: 50,
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// load .wasm and set Module.instantiateWasm to use the loaded .wasm file
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// https://github.com/emscripten-core/emscripten/blob/master/tests/manual_wasm_instantiate.html#L170
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loadWasmAsync: function(src, fromProgress, toProgress, callback) {
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FileLoader.load(src, "arraybuffer", EngineLoader.wasm_size,
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function(loaded, total) { Progress.calculateProgress(fromProgress, toProgress, loaded, total); },
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function(error) { throw error; },
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function(wasm) {
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Module.instantiateWasm = function(imports, successCallback) {
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var wasmInstantiate = WebAssembly.instantiate(new Uint8Array(wasm), imports).then(function(output) {
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successCallback(output.instance);
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}).catch(function(e) {
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console.log('wasm instantiation failed! ' + e);
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throw e;
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});
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return {}; // Compiling asynchronously, no exports.
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}
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callback();
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});
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},
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// load and start engine script (asm.js or wasm.js)
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loadScriptAsync: function(src, estimatedSize, fromProgress, toProgress) {
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FileLoader.load(src, "text", estimatedSize,
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function(loaded, total) { Progress.calculateProgress(fromProgress, toProgress, loaded, total); },
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function(error) { throw error; },
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function(response) {
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var tag = document.createElement("script");
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tag.text = response;
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document.head.appendChild(tag);
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});
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},
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// load engine (asm.js or wasm.js + wasm)
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// engine load progress goes from 1-50% for ams.js
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// engine load progress goes from 0-40% for .wasm and 40-50% for wasm.js
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load: function(appCanvasId, exeName) {
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Progress.addProgress(Module.setupCanvas(appCanvasId));
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if (Module['isWASMSupported']) {
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EngineLoader.loadWasmAsync(exeName + ".wasm", EngineLoader.wasm_from, EngineLoader.wasm_to, function(wasm) {
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EngineLoader.loadScriptAsync(exeName + '_wasm.js', EngineLoader.wasmjs_size, EngineLoader.wasmjs_from, EngineLoader.wasmjs_to);
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});
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} else {
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EngineLoader.loadScriptAsync(exeName + '_asmjs.js', EngineLoader.asmjs_size, EngineLoader.asmjs_from, EngineLoader.asmjs_to);
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}
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}
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}
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/* ********************************************************************* */
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/* Load and combine game archive data that is split into archives */
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/* ********************************************************************* */
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var GameArchiveLoader = {
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// which files to load
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_files: [],
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_fileIndex: 0,
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// file
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// name: intended filepath of built object
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// size: expected size of built object.
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// data: combined pieces
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// downloaded: total bytes downloaded
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// pieces: array of name, offset and data objects
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// numExpectedFiles: total number of files expected in description
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// lastRequestedPiece: index of last data file requested (strictly ascending)
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// totalLoadedPieces: counts the number pieces received
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//MAX_CONCURRENT_XHR: 6, // remove comment if throttling of XHR is desired.
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isCompleted: false, // status of process
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_onFileLoadedListeners: [], // signature: name, data.
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_onArchiveLoadedListeners:[], // signature: void
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_onFileDownloadErrorListeners: [], // signature: name
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_currentDownloadBytes: 0,
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_totalDownloadBytes: 0,
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_archiveLocationFilter: function(path) { return "split" + path; },
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cleanUp: function() {
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this._files = [];
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this._fileIndex = 0;
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this.isCompleted = false;
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this._onGameArchiveLoaderCompletedListeners = [];
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this._onAllTargetsBuiltListeners = [];
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this._onFileDownloadErrorListeners = [];
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this._currentDownloadBytes = 0;
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this._totalDownloadBytes = 0;
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},
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addListener: function(list, callback) {
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if (typeof callback !== 'function') throw "Invalid callback registration";
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list.push(callback);
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},
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notifyListeners: function(list, data) {
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for (i=0; i<list.length; ++i) {
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list[i](data);
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}
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},
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addFileDownloadErrorListener: function(callback) {
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this.addListener(this._onFileDownloadErrorListeners, callback);
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},
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notifyFileDownloadError: function(url) {
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this.notifyListeners(this._onFileDownloadErrorListeners, url);
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},
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addFileLoadedListener: function(callback) {
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this.addListener(this._onFileLoadedListeners, callback);
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},
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notifyFileLoaded: function(file) {
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this.notifyListeners(this._onFileLoadedListeners, { name: file.name, data: file.data });
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},
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addArchiveLoadedListener: function(callback) {
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this.addListener(this._onArchiveLoadedListeners, callback);
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},
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notifyArchiveLoaded: function() {
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this.notifyListeners(this._onArchiveLoadedListeners);
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},
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setFileLocationFilter: function(filter) {
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if (typeof filter !== 'function') throw "Invalid filter";
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this._archiveLocationFilter = filter;
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},
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// load the archive_files.json with the list of files and their individual
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// pieces
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// descriptionUrl: location of text file describing files to be preloaded
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loadArchiveDescription: function(descriptionUrl) {
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FileLoader.load(
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this._archiveLocationFilter(descriptionUrl),
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"json",
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undefined,
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function (loaded, total) { },
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function (error) { GameArchiveLoader.notifyFileDownloadError(descriptionUrl); },
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function (json) { GameArchiveLoader.onReceiveDescription(json); });
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},
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onReceiveDescription: function(json) {
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this._files = json.content;
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this._totalDownloadBytes = 0;
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this._currentDownloadBytes = 0;
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// calculate total download size of all files
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for(var i=0; i<this._files.length; ++i) {
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this._totalDownloadBytes += this._files[i].size;
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}
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this.downloadContent();
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},
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downloadContent: function() {
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var file = this._files[this._fileIndex];
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// if the file consists of more than one piece we prepare an array to store the pieces in
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if (file.pieces.length > 1) {
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file.data = new Uint8Array(file.size);
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}
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// how many pieces to download at a time
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var limit = file.pieces.length;
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if (typeof this.MAX_CONCURRENT_XHR !== 'undefined') {
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limit = Math.min(limit, this.MAX_CONCURRENT_XHR);
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}
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// download pieces
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for (var i=0; i<limit; ++i) {
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this.downloadPiece(file, i);
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}
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},
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notifyDownloadProgress: function() {
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Progress.calculateProgress(50, 100, this._currentDownloadBytes, this._totalDownloadBytes);
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},
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downloadPiece: function(file, index) {
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if (index < file.lastRequestedPiece) {
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throw "Request out of order";
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}
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var piece = file.pieces[index];
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file.lastRequestedPiece = index;
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file.totalLoadedPieces = 0;
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var total = 0;
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var downloaded = 0;
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var url = this._archiveLocationFilter('/' + piece.name);
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FileLoader.load(
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url, "arraybuffer", undefined,
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function (loaded, total) {
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var delta = loaded - downloaded;
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downloaded = loaded;
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GameArchiveLoader._currentDownloadBytes += delta;
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GameArchiveLoader.notifyDownloadProgress();
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},
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function (error) {
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GameArchiveLoader.notifyFileDownloadError(error);
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},
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function (response) {
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piece.data = new Uint8Array(response);
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piece.dataLength = piece.data.length;
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total = piece.dataLength;
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downloaded = piece.dataLength;
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GameArchiveLoader.onPieceLoaded(file, piece);
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GameArchiveLoader.notifyDownloadProgress();
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piece.data = undefined;
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});
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},
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addPieceToFile: function(file, piece) {
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if (1 == file.pieces.length) {
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file.data = piece.data;
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} else {
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var start = piece.offset;
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var end = start + piece.data.length;
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if (0 > start) {
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throw "Buffer underflow";
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}
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if (end > file.data.length) {
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throw "Buffer overflow";
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}
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file.data.set(piece.data, piece.offset);
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}
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},
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onPieceLoaded: function(file, piece) {
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this.addPieceToFile(file, piece);
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++file.totalLoadedPieces;
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// is all pieces of the file loaded?
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if (file.totalLoadedPieces == file.pieces.length) {
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this.onFileLoaded(file);
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}
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// continue loading more pieces of the file
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// if not all pieces are already in progress
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else {
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var next = file.lastRequestedPiece + 1;
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if (next < file.pieces.length) {
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this.downloadPiece(file, next);
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}
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}
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},
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verifyFile: function(file) {
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// verify that we downloaded as much as we were supposed to
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var actualSize = 0;
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for (var i=0;i<file.pieces.length; ++i) {
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actualSize += file.pieces[i].dataLength;
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}
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if (actualSize != file.size) {
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throw "Unexpected data size";
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}
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// verify the pieces
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if (file.pieces.length > 1) {
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var output = file.data;
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var pieces = file.pieces;
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for (i=0; i<pieces.length; ++i) {
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var item = pieces[i];
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// Bounds check
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var start = item.offset;
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var end = start + item.dataLength;
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if (0 < i) {
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var previous = pieces[i - 1];
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if (previous.offset + previous.dataLength > start) {
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throw "Segment underflow";
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}
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}
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if (pieces.length - 2 > i) {
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var next = pieces[i + 1];
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if (end > next.offset) {
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throw "Segment overflow";
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}
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}
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}
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}
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},
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onFileLoaded: function(file) {
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this.verifyFile(file);
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this.notifyFileLoaded(file);
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++this._fileIndex;
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if (this._fileIndex == this._files.length) {
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this.onArchiveLoaded();
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} else {
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this.downloadContent();
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}
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},
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onArchiveLoaded: function() {
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this.isCompleted = true;
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this.notifyArchiveLoaded();
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}
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};
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/* ********************************************************************* */
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/* Default splash and progress visualisation */
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/* ********************************************************************* */
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var Progress = {
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progress_id: "defold-progress",
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bar_id: "defold-progress-bar",
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listeners: [],
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addListener: function(callback) {
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if (typeof callback !== 'function') throw "Invalid callback registration";
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this.listeners.push(callback);
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},
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notifyListeners: function(percentage) {
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for (i=0; i<this.listeners.length; ++i) {
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this.listeners[i](percentage);
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}
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},
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addProgress : function (canvas) {
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/* Insert default progress bar below canvas */
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canvas.insertAdjacentHTML('afterend', '<div id="' + Progress.progress_id + '" class="canvas-app-progress"><div id="' + Progress.bar_id + '" class="canvas-app-progress-bar" style="width: 0%;"></div></div>');
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Progress.bar = document.getElementById(Progress.bar_id);
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Progress.progress = document.getElementById(Progress.progress_id);
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amplitude.getInstance().logEvent('game: loading started');
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},
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updateProgress: function(percentage) {
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if (Progress.bar) {
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Progress.bar.style.width = percentage + "%";
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}
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Progress.notifyListeners(percentage);
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},
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calculateProgress: function (from, to, current, total) {
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this.updateProgress(from + (current / total) * (to - from));
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},
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removeProgress: function () {
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if (Progress.progress.parentElement !== null) {
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Progress.progress.parentElement.removeChild(Progress.progress);
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// Remove any background/splash image that was set in runApp().
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// Workaround for Safari bug DEF-3061.
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Module.canvas.style.background = "";
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amplitude.getInstance().logEvent('game: loading finished');
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}
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}
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};
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/* ********************************************************************* */
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/* Default input override */
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/* ********************************************************************* */
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var CanvasInput = {
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arrowKeysHandler : function(e) {
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switch(e.keyCode) {
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case 37: case 38: case 39: case 40: // Arrow keys
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case 32: e.preventDefault(); e.stopPropagation(); // Space
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default: break; // do not block other keys
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}
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},
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onFocusIn : function(e) {
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window.addEventListener("keydown", CanvasInput.arrowKeysHandler, false);
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},
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onFocusOut: function(e) {
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window.removeEventListener("keydown", CanvasInput.arrowKeysHandler, false);
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},
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addToCanvas : function(canvas) {
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canvas.addEventListener("focus", CanvasInput.onFocusIn, false);
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canvas.addEventListener("blur", CanvasInput.onFocusOut, false);
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canvas.focus();
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CanvasInput.onFocusIn();
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}
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||||
};
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/* ********************************************************************* */
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/* Module is Emscripten namespace */
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/* ********************************************************************* */
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var Module = {
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noInitialRun: true,
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_filesToPreload: [],
|
||||
_archiveLoaded: false,
|
||||
_preLoadDone: false,
|
||||
_waitingForArchive: false,
|
||||
|
||||
// Persistent storage
|
||||
persistentStorage: true,
|
||||
_syncInProgress: false,
|
||||
_syncNeeded: false,
|
||||
_syncInitial: false,
|
||||
_syncMaxTries: 3,
|
||||
_syncTries: 0,
|
||||
|
||||
arguments: [],
|
||||
|
||||
print: function(text) { console.log(text); },
|
||||
printErr: function(text) { console.error(text); },
|
||||
|
||||
setStatus: function(text) { console.log(text); },
|
||||
|
||||
isWASMSupported: (function() {
|
||||
try {
|
||||
if (typeof WebAssembly === "object" && typeof WebAssembly.instantiate === "function") {
|
||||
const module = new WebAssembly.Module(Uint8Array.of(0x0, 0x61, 0x73, 0x6d, 0x01, 0x00, 0x00, 0x00));
|
||||
if (module instanceof WebAssembly.Module)
|
||||
return new WebAssembly.Instance(module) instanceof WebAssembly.Instance;
|
||||
}
|
||||
} catch (e) {
|
||||
}
|
||||
return false;
|
||||
})(),
|
||||
|
||||
prepareErrorObject: function (err, url, line, column, errObj) {
|
||||
line = typeof line == "undefined" ? 0 : line;
|
||||
column = typeof column == "undefined" ? 0 : column;
|
||||
url = typeof url == "undefined" ? "" : url;
|
||||
var errorLine = url + ":" + line + ":" + column;
|
||||
|
||||
var error = errObj || (typeof window.event != "undefined" ? window.event.error : "" ) || err || "Undefined Error";
|
||||
var message = "";
|
||||
var stack = "";
|
||||
var backtrace = "";
|
||||
|
||||
if (typeof error == "object" && typeof error.stack != "undefined" && typeof error.message != "undefined") {
|
||||
stack = String(error.stack);
|
||||
message = String(error.message);
|
||||
} else {
|
||||
stack = String(error).split("\n");
|
||||
message = stack.shift();
|
||||
stack = stack.join("\n");
|
||||
}
|
||||
stack = stack || errorLine;
|
||||
|
||||
var callLine = /at (\S+:\d*$)/.exec(message);
|
||||
if (callLine) {
|
||||
message = message.replace(/(at \S+:\d*$)/, "");
|
||||
stack = callLine[1] + "\n" + stack;
|
||||
}
|
||||
|
||||
message = message.replace(/(abort\(.+\)) at .+/, "$1");
|
||||
stack = stack.replace(/\?{1}\S+(:\d+:\d+)/g, "$1");
|
||||
stack = stack.replace(/ *at (\S+)$/gm, "@$1");
|
||||
stack = stack.replace(/ *at (\S+)(?: \[as \S+\])? +\((.+)\)/g, "$1@$2");
|
||||
stack = stack.replace(/^((?:Object|Array)\.)/gm, "");
|
||||
stack = stack.split("\n");
|
||||
|
||||
return { stack:stack, message:message };
|
||||
},
|
||||
|
||||
hasWebGLSupport: function() {
|
||||
var webgl_support = false;
|
||||
try {
|
||||
var canvas = document.createElement("canvas");
|
||||
var gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
|
||||
if (gl && gl instanceof WebGLRenderingContext) {
|
||||
webgl_support = true;
|
||||
}
|
||||
} catch (error) {
|
||||
console.log("An error occurred while detecting WebGL support: " + error);
|
||||
webgl_support = false;
|
||||
}
|
||||
|
||||
return webgl_support;
|
||||
},
|
||||
|
||||
handleVisibilityChange: function () {
|
||||
GLFW.onFocusChanged(document[Module.hiddenProperty] ? 0 : 1);
|
||||
},
|
||||
|
||||
getHiddenProperty: function () {
|
||||
if ('hidden' in document) return 'hidden';
|
||||
var prefixes = ['webkit','moz','ms','o'];
|
||||
for (var i = 0; i < prefixes.length; i++) {
|
||||
if ((prefixes[i] + 'Hidden') in document)
|
||||
return prefixes[i] + 'Hidden';
|
||||
}
|
||||
return null;
|
||||
},
|
||||
|
||||
setupVisibilityChangeListener: function() {
|
||||
Module.hiddenProperty = Module.getHiddenProperty();
|
||||
if( Module.hiddenProperty ) {
|
||||
var eventName = Module.hiddenProperty.replace(/[H|h]idden/,'') + 'visibilitychange';
|
||||
document.addEventListener(eventName, Module.handleVisibilityChange, false);
|
||||
} else {
|
||||
console.log("No document.hidden property found. The focus events won't be enabled.")
|
||||
}
|
||||
},
|
||||
|
||||
setupCanvas: function(appCanvasId) {
|
||||
appCanvasId = (typeof appCanvasId === 'undefined') ? 'canvas' : appCanvasId;
|
||||
Module.canvas = document.getElementById(appCanvasId);
|
||||
return Module.canvas;
|
||||
},
|
||||
|
||||
|
||||
/**
|
||||
* Module.runApp - Starts the application given a canvas element id
|
||||
*
|
||||
* 'extra_params' is an optional object that can have the following fields:
|
||||
*
|
||||
* 'archive_location_filter':
|
||||
* Filter function that will run for each archive path.
|
||||
*
|
||||
* 'unsupported_webgl_callback':
|
||||
* Function that is called if WebGL is not supported.
|
||||
*
|
||||
* 'engine_arguments':
|
||||
* List of arguments (strings) that will be passed to the engine.
|
||||
*
|
||||
* 'persistent_storage':
|
||||
* Boolean toggling the usage of persistent storage.
|
||||
*
|
||||
* 'custom_heap_size':
|
||||
* Number of bytes specifying the memory heap size.
|
||||
*
|
||||
* 'disable_context_menu':
|
||||
* Disables the right-click context menu on the canvas element if true.
|
||||
*
|
||||
* 'retry_time':
|
||||
* Pause before retry file loading after error.
|
||||
*
|
||||
* 'retry_count':
|
||||
* How many attempts we do when trying to download a file.
|
||||
*
|
||||
* 'can_not_download_file_callback':
|
||||
* Function that is called if you can't download file after 'retry_count' attempts.
|
||||
**/
|
||||
runApp: function(appCanvasId, extra_params) {
|
||||
Module.setupCanvas(appCanvasId);
|
||||
|
||||
var params = {
|
||||
archive_location_filter: function(path) { return 'split' + path; },
|
||||
unsupported_webgl_callback: undefined,
|
||||
engine_arguments: [],
|
||||
persistent_storage: true,
|
||||
custom_heap_size: undefined,
|
||||
disable_context_menu: true,
|
||||
retry_time: 1,
|
||||
retry_count: 10,
|
||||
can_not_download_file_callback: undefined,
|
||||
};
|
||||
|
||||
for (var k in extra_params) {
|
||||
if (extra_params.hasOwnProperty(k)) {
|
||||
params[k] = extra_params[k];
|
||||
}
|
||||
}
|
||||
|
||||
Module.arguments = params["engine_arguments"];
|
||||
Module.persistentStorage = params["persistent_storage"];
|
||||
|
||||
var fullScreenContainer = params["full_screen_container"];
|
||||
if (typeof fullScreenContainer === "string") {
|
||||
fullScreenContainer = document.querySelector(fullScreenContainer);
|
||||
}
|
||||
Module.fullScreenContainer = fullScreenContainer || Module.canvas;
|
||||
|
||||
if (Module.hasWebGLSupport()) {
|
||||
// Override game keys
|
||||
CanvasInput.addToCanvas(Module.canvas);
|
||||
|
||||
Module.setupVisibilityChangeListener();
|
||||
|
||||
// Add context menu hide-handler if requested
|
||||
if (params["disable_context_menu"])
|
||||
{
|
||||
Module.canvas.oncontextmenu = function(e) {
|
||||
e.preventDefault();
|
||||
};
|
||||
}
|
||||
|
||||
FileLoader.options.retryCount = params["retry_count"];
|
||||
FileLoader.options.retryInterval = params["retry_time"] * 1000;
|
||||
if (typeof params["can_not_download_file_callback"] === "function") {
|
||||
GameArchiveLoader.addFileDownloadErrorListener(params["can_not_download_file_callback"]);
|
||||
}
|
||||
// Load and assemble archive
|
||||
GameArchiveLoader.addFileLoadedListener(Module.onArchiveFileLoaded);
|
||||
GameArchiveLoader.addArchiveLoadedListener(Module.onArchiveLoaded);
|
||||
GameArchiveLoader.setFileLocationFilter(params["archive_location_filter"]);
|
||||
GameArchiveLoader.loadArchiveDescription('/archive_files.json');
|
||||
} else {
|
||||
Progress.updateProgress(100, "Unable to start game, WebGL not supported");
|
||||
Module.setStatus = function(text) {
|
||||
if (text) Module.printErr('[missing WebGL] ' + text);
|
||||
};
|
||||
|
||||
if (typeof params["unsupported_webgl_callback"] === "function") {
|
||||
params["unsupported_webgl_callback"]();
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
onArchiveFileLoaded: function(file) {
|
||||
Module._filesToPreload.push({path: file.name, data: file.data});
|
||||
},
|
||||
|
||||
onArchiveLoaded: function() {
|
||||
GameArchiveLoader.cleanUp();
|
||||
Module._archiveLoaded = true;
|
||||
Progress.updateProgress(100, "Starting...");
|
||||
|
||||
if (Module._waitingForArchive) {
|
||||
Module._preloadAndCallMain();
|
||||
}
|
||||
},
|
||||
|
||||
toggleFullscreen: function(element) {
|
||||
if (GLFW.isFullscreen) {
|
||||
GLFW.cancelFullScreen();
|
||||
} else {
|
||||
GLFW.requestFullScreen(element);
|
||||
}
|
||||
},
|
||||
|
||||
preSync: function(done) {
|
||||
// Initial persistent sync before main is called
|
||||
FS.syncfs(true, function(err) {
|
||||
if(err) {
|
||||
Module._syncTries += 1;
|
||||
console.error("FS syncfs error: " + err);
|
||||
if (Module._syncMaxTries > Module._syncTries) {
|
||||
Module.preSync(done);
|
||||
} else {
|
||||
Module._syncInitial = true;
|
||||
done();
|
||||
}
|
||||
} else {
|
||||
Module._syncInitial = true;
|
||||
if (done !== undefined) {
|
||||
done();
|
||||
}
|
||||
}
|
||||
});
|
||||
},
|
||||
|
||||
preloadAll: function() {
|
||||
if (Module._preLoadDone) {
|
||||
return;
|
||||
}
|
||||
Module._preLoadDone = true;
|
||||
for (var i = 0; i < Module._filesToPreload.length; ++i) {
|
||||
var item = Module._filesToPreload[i];
|
||||
FS.createPreloadedFile("", item.path, item.data, true, true);
|
||||
}
|
||||
},
|
||||
|
||||
// Tries to do a MEM->IDB sync
|
||||
// It will flag that another one is needed if there is already one sync running.
|
||||
persistentSync: function() {
|
||||
|
||||
// Need to wait for the initial sync to finish since it
|
||||
// will call close on all its file streams which will trigger
|
||||
// new persistentSync for each.
|
||||
if (Module._syncInitial) {
|
||||
if (Module._syncInProgress) {
|
||||
Module._syncNeeded = true;
|
||||
} else {
|
||||
Module._startSyncFS();
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
preInit: [function() {
|
||||
/* Mount filesystem on preinit */
|
||||
var dir = DMSYS.GetUserPersistentDataRoot();
|
||||
FS.mkdir(dir);
|
||||
|
||||
// If IndexedDB is supported we mount the persistent data root as IDBFS,
|
||||
// then try to do a IDB->MEM sync before we start the engine to get
|
||||
// previously saved data before boot.
|
||||
window.indexedDB = window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB;
|
||||
if (Module.persistentStorage && window.indexedDB) {
|
||||
FS.mount(IDBFS, {}, dir);
|
||||
|
||||
// Patch FS.close so it will try to sync MEM->IDB
|
||||
var _close = FS.close; FS.close = function(stream) { var r = _close(stream); Module.persistentSync(); return r; }
|
||||
|
||||
// Sync IDB->MEM before calling main()
|
||||
Module.preSync(function() {
|
||||
Module._preloadAndCallMain();
|
||||
});
|
||||
} else {
|
||||
Module._preloadAndCallMain();
|
||||
}
|
||||
}],
|
||||
|
||||
preRun: [function() {
|
||||
/* If archive is loaded, preload all its files */
|
||||
if(Module._archiveLoaded) {
|
||||
Module.preloadAll();
|
||||
}
|
||||
}],
|
||||
|
||||
postRun: [function() {
|
||||
if(Module._archiveLoaded) {
|
||||
Progress.removeProgress();
|
||||
}
|
||||
}],
|
||||
|
||||
_preloadAndCallMain: function() {
|
||||
// If the archive isn't loaded,
|
||||
// we will have to wait with calling main.
|
||||
if (!Module._archiveLoaded) {
|
||||
Module._waitingForArchive = true;
|
||||
} else {
|
||||
Module.preloadAll();
|
||||
Progress.removeProgress();
|
||||
if (Module.callMain === undefined) {
|
||||
Module.noInitialRun = false;
|
||||
} else {
|
||||
Module.callMain(Module.arguments);
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
// Wrap IDBFS syncfs call with logic to avoid multiple syncs
|
||||
// running at the same time.
|
||||
_startSyncFS: function() {
|
||||
Module._syncInProgress = true;
|
||||
|
||||
if (Module._syncMaxTries > Module._syncTries) {
|
||||
FS.syncfs(false, function(err) {
|
||||
Module._syncInProgress = false;
|
||||
|
||||
if (err) {
|
||||
console.error("Module._startSyncFS error: " + err);
|
||||
Module._syncTries += 1;
|
||||
}
|
||||
|
||||
if (Module._syncNeeded) {
|
||||
Module._syncNeeded = false;
|
||||
Module._startSyncFS();
|
||||
}
|
||||
|
||||
});
|
||||
}
|
||||
},
|
||||
};
|
||||
|
||||
window.onerror = function(err, url, line, column, errObj) {
|
||||
if (typeof Module.ccall !== 'undefined') {
|
||||
var errorObject = Module.prepareErrorObject(err, url, line, column, errObj);
|
||||
Module.ccall('JSWriteDump', 'null', ['string'], [JSON.stringify(errorObject.stack)]);
|
||||
}
|
||||
Module.setStatus('Exception thrown, see JavaScript console');
|
||||
Module.setStatus = function(text) {
|
||||
if (text) Module.printErr('[post-exception status] ' + text);
|
||||
};
|
||||
};
|
||||
|
||||
window.addEventListener("beforeunload", function(event) {
|
||||
amplitude.getInstance().logEvent('game: page unloaded');
|
||||
amplitude.getInstance().sendEvents();
|
||||
});
|
||||
|
||||
setInterval(function() {
|
||||
if (typeof document.hidden === 'undefined' || !document.hidden) {
|
||||
amplitude.getInstance().logEvent('game: keep alive');
|
||||
}
|
||||
}, 300 * 1000);
|
Loading…
x
Reference in New Issue
Block a user