From e78429b600c6f2dd74a81baa638cdea7ebf59edf Mon Sep 17 00:00:00 2001 From: Vladislav Khorev Date: Wed, 4 Mar 2026 21:41:51 +0300 Subject: [PATCH] Working on running the game even in Telegram --- proj-web/CMakeLists.txt | 14 ++-- proj-web/space-game001.html | 2 + src/Game.cpp | 43 ++++++------ src/Game.h | 4 +- src/main.cpp | 79 ++++++++++++++++++----- src/network/WebSocketClientEmscripten.cpp | 12 ++-- src/network/WebSocketClientEmscripten.h | 1 - src/utils/TaskManager.cpp | 20 +++++- src/utils/TaskManager.h | 18 ++++-- 9 files changed, 133 insertions(+), 60 deletions(-) create mode 100644 proj-web/space-game001.html diff --git a/proj-web/CMakeLists.txt b/proj-web/CMakeLists.txt index 8b02c39..0f353b1 100644 --- a/proj-web/CMakeLists.txt +++ b/proj-web/CMakeLists.txt @@ -63,8 +63,6 @@ set(SOURCES ../src/network/LocalClient.cpp ../src/network/ClientState.h ../src/network/ClientState.cpp - ../src/network/WebSocketClient.h - ../src/network/WebSocketClient.cpp ../src/network/WebSocketClientBase.h ../src/network/WebSocketClientBase.cpp ../src/network/WebSocketClientEmscripten.h @@ -95,10 +93,7 @@ set(ENABLE_COMMONCRYPTO OFF CACHE BOOL "" FORCE) add_subdirectory("../thirdparty/libzip-1.11.4" libzip-build) -# Линковка: -# 'zip' берется из add_subdirectory -# 'z' - это системный zlib Emscripten-а (флаг -sUSE_ZLIB=1 добавим ниже) -target_link_libraries(space-game001 PRIVATE zip z websocket) +target_link_libraries(space-game001 PRIVATE zip z websocket.js) # Эмскриптен-флаги set(EMSCRIPTEN_FLAGS @@ -107,8 +102,8 @@ set(EMSCRIPTEN_FLAGS "-sUSE_LIBPNG=1" "-sUSE_ZLIB=1" "-sUSE_SDL_TTF=2" - "-pthread" - "-sUSE_PTHREADS=1" + #"-pthread" + #"-sUSE_PTHREADS=1" "-fexceptions" "-DNETWORK" ) @@ -120,8 +115,9 @@ target_compile_options(space-game001 PRIVATE ${EMSCRIPTEN_FLAGS} "-O2") set(EMSCRIPTEN_LINK_FLAGS ${EMSCRIPTEN_FLAGS} "-O2" - "-sPTHREAD_POOL_SIZE=4" + #"-sPTHREAD_POOL_SIZE=4" "-sALLOW_MEMORY_GROWTH=1" + "-sFULL_ES3=1" "--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/loading.png@resources/loading.png" "--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/shaders@resources/shaders" ) diff --git a/proj-web/space-game001.html b/proj-web/space-game001.html new file mode 100644 index 0000000..710f6f4 --- /dev/null +++ b/proj-web/space-game001.html @@ -0,0 +1,2 @@ +Emscripten-Generated Code +
Downloading...
Resize canvas Lock/hide mouse pointer    
\ No newline at end of file diff --git a/src/Game.cpp b/src/Game.cpp index 210d181..e833928 100644 --- a/src/Game.cpp +++ b/src/Game.cpp @@ -57,9 +57,9 @@ namespace ZL #endif Game::Game() - : window(nullptr) + : /*window(nullptr) , glContext(nullptr) - , newTickCount(0) + , */newTickCount(0) , lastTickCount(0) , menuManager(renderer) , space(renderer, taskManager, mainThreadHandler, networkClient, menuManager) @@ -67,12 +67,13 @@ namespace ZL } Game::~Game() { + /* if (glContext) { SDL_GL_DeleteContext(glContext); } if (window) { SDL_DestroyWindow(window); - } + }*/ #ifndef EMSCRIPTEN // In Emscripten, SDL must stay alive across context loss/restore cycles // so the window remains valid when the game object is re-created. @@ -81,14 +82,15 @@ namespace ZL } void Game::setup() { - glContext = SDL_GL_CreateContext(ZL::Environment::window); + //glContext = SDL_GL_CreateContext(ZL::Environment::window); + //glContext = in_glContext; Environment::computeProjectionDimensions(); ZL::BindOpenGlFunctions(); ZL::CheckGlError(); renderer.InitOpenGL(); - + #ifdef EMSCRIPTEN // These shaders and loading.png are preloaded separately (not from zip), // so they are available immediately without waiting for resources.zip. @@ -101,19 +103,23 @@ namespace ZL loadingTexture = std::make_unique(CreateTextureDataFromPng("resources/loading.png", CONST_ZIP_FILE)); #endif - loadingMesh.data = CreateRect2D({ Environment::projectionWidth * 0.5f, Environment::projectionHeight * 0.5f }, { Environment::projectionWidth * 0.5f, Environment::projectionHeight * 0.5f }, 3); + loadingMesh.data = CreateRect2D({ 0.5f, 0.5f }, { 0.5f, 0.5f }, 3); loadingMesh.RefreshVBO(); - + #ifdef EMSCRIPTEN // Asynchronously download resources.zip; setupPart2() is called on completion. // The loading screen stays visible until the download finishes. s_instance = this; + std::cout << "Load resurces step 1" << std::endl; emscripten_async_wget("resources.zip", "resources.zip", onResourcesZipLoaded, onResourcesZipError); #else mainThreadHandler.EnqueueMainThreadTask([this]() { + std::cout << "Load resurces step 2" << std::endl; this->setupPart2(); + std::cout << "Load resurces step 3" << std::endl; }); #endif + } @@ -164,10 +170,10 @@ namespace ZL networkClient = std::make_unique(); networkClient->Connect("localhost", 8081); #else - networkClient = std::make_unique(taskManager.getIOContext()); - networkClient->Connect("localhost", 8081); + //networkClient = std::make_unique(taskManager.getIOContext()); + //networkClient->Connect("localhost", 8081); #endif - + if (networkClient) { std::string joinMsg = std::string("JOIN:") + nickname + ":" + std::to_string(shipType); networkClient->Send(joinMsg); @@ -249,12 +255,12 @@ namespace ZL renderer.EnableVertexAttribArray(vPositionName); renderer.EnableVertexAttribArray(vTexCoordName); - float width = Environment::projectionWidth; - float height = Environment::projectionHeight; + //float width = Environment::projectionWidth; + //float height = Environment::projectionHeight; renderer.PushProjectionMatrix( - 0, width, - 0, height, + 0, 1, + 0, 1, -10, 10); renderer.PushMatrix(); @@ -275,8 +281,7 @@ namespace ZL int64_t Game::getSyncTimeMs() { int64_t localNow = std::chrono::duration_cast( std::chrono::system_clock::now().time_since_epoch()).count(); - // Добавляем смещение, полученное от сервера - if (networkClient) + if(networkClient) { return localNow + networkClient->getTimeOffset(); } @@ -317,10 +322,10 @@ namespace ZL } void Game::render() { - SDL_GL_MakeCurrent(ZL::Environment::window, glContext); + //SDL_GL_MakeCurrent(ZL::Environment::window, glContext); ZL::CheckGlError(); - glClearColor(0.0f, 1.0f, 0.0f, 1.0f); + glClearColor(0.0f, 0.0f, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); drawScene(); @@ -438,7 +443,7 @@ namespace ZL #endif } render(); - + if (networkClient) { #ifndef NETWORK auto localClient = dynamic_cast(networkClient.get()); diff --git a/src/Game.h b/src/Game.h index ab4ab9f..208fa1e 100644 --- a/src/Game.h +++ b/src/Game.h @@ -60,8 +60,8 @@ namespace ZL { static void onResourcesZipError(const char* filename); #endif - SDL_Window* window; - SDL_GLContext glContext; + //SDL_Window* window; + //SDL_GLContext glContext; int64_t newTickCount; int64_t lastTickCount; diff --git a/src/main.cpp b/src/main.cpp index 6b62092..bc9aa54 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -16,37 +16,46 @@ // For Android and Desktop a plain global value is used (no context loss). #ifdef EMSCRIPTEN ZL::Game* g_game = nullptr; +//static SDL_Window* win_x = nullptr; +static SDL_GLContext glContext_x; // Не указатель, а сам объект (который суть void*) + #else ZL::Game game; #endif -void MainLoop() { #ifdef EMSCRIPTEN - if (g_game) g_game->update(); -#else - game.update(); -#endif +void MainLoop() { + // SDL_GL_MakeCurrent тут не нужен каждый раз + /*glClearColor(1.0f, 0.0f, 0.0f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + SDL_GL_SwapWindow(ZL::Environment::window);*/ + g_game->update(); } +#else +void MainLoop() { + game.update(); +} +#endif #ifdef EMSCRIPTEN EM_BOOL onWebGLContextLost(int /*eventType*/, const void* /*reserved*/, void* /*userData*/) { - delete g_game; - g_game = nullptr; + //delete g_game; + //g_game = nullptr; return EM_TRUE; } EM_BOOL onWebGLContextRestored(int /*eventType*/, const void* /*reserved*/, void* /*userData*/) { - g_game = new ZL::Game(); - g_game->setup(); + //g_game = new ZL::Game(); + //g_game->setup(); return EM_TRUE; } static void applyResize(int logicalW, int logicalH) { // Получаем коэффициент плотности пикселей (например, 2.625 на Pixel или 3.0 на Samsung) - double dpr = emscripten_get_device_pixel_ratio(); + /*double dpr = emscripten_get_device_pixel_ratio(); // Вычисляем реальные физические пиксели int physicalW = static_cast(logicalW * dpr); @@ -72,7 +81,7 @@ static void applyResize(int logicalW, int logicalH) { e.window.event = SDL_WINDOWEVENT_RESIZED; e.window.data1 = physicalW; e.window.data2 = physicalH; - SDL_PushEvent(&e); + SDL_PushEvent(&e);*/ } EM_BOOL onWindowResized(int /*eventType*/, const EmscriptenUiEvent* e, void* /*userData*/) { @@ -91,6 +100,44 @@ EM_BOOL onFullscreenChanged(int /*eventType*/, const EmscriptenFullscreenChangeE return EM_FALSE; } +int main(int argc, char* argv[]) { + SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS); + + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); // Для WebGL 2.0 + + ZL::Environment::window = SDL_CreateWindow("Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE); + glContext_x = SDL_GL_CreateContext(ZL::Environment::window); + + SDL_GL_MakeCurrent(ZL::Environment::window, glContext_x); + + g_game = new ZL::Game(); + g_game->setup(); + + emscripten_set_webglcontextlost_callback("#canvas", nullptr, EM_TRUE, onWebGLContextLost); + emscripten_set_webglcontextrestored_callback("#canvas", nullptr, EM_TRUE, onWebGLContextRestored); + + // Keep Environment::width/height in sync when the canvas is resized. + emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, nullptr, EM_FALSE, onWindowResized); + emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, EM_FALSE, onFullscreenChanged); + + // 2. ИНИЦИАЛИЗАЦИЯ РАЗМЕРОВ: + // Получаем реальные размеры окна браузера на момент запуска + int canvasW = EM_ASM_INT({ return window.innerWidth; }); + int canvasH = EM_ASM_INT({ return window.innerHeight; }); + + // Вызываем вашу функцию — она сама применит DPR, выставит физический размер + // канваса и отправит SDL_WINDOWEVENT_RESIZED для настройки проекции. + applyResize(canvasW, canvasH); + + SDL_SetHint(SDL_HINT_MOUSE_TOUCH_EVENTS, "0"); + + emscripten_set_main_loop(MainLoop, 0, 1); + + + return 0; +} + #endif @@ -178,7 +225,9 @@ extern "C" int SDL_main(int argc, char* argv[]) { } -#else +#endif + +#ifdef WIN32_LEAN_AND_MEAN int main(int argc, char *argv[]) { try @@ -192,7 +241,7 @@ int main(int argc, char *argv[]) { ZL::Environment::height = CONST_HEIGHT; -#ifdef EMSCRIPTEN +/*#ifdef EMSCRIPTEN if (SDL_Init(SDL_INIT_VIDEO) != 0) { std::cerr << "SDL_Init failed: " << SDL_GetError() << std::endl; return 1; @@ -251,7 +300,7 @@ int main(int argc, char *argv[]) { SDL_SetHint(SDL_HINT_MOUSE_TOUCH_EVENTS, "0"); emscripten_set_main_loop(MainLoop, 0, 1); -#else +#else*/ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) { SDL_Log("SDL init failed: %s", SDL_GetError()); return 1; @@ -277,7 +326,7 @@ int main(int argc, char *argv[]) { game.update(); SDL_Delay(2); } -#endif +//#endif } catch (const std::exception& e) diff --git a/src/network/WebSocketClientEmscripten.cpp b/src/network/WebSocketClientEmscripten.cpp index 9534cf0..3d598e8 100644 --- a/src/network/WebSocketClientEmscripten.cpp +++ b/src/network/WebSocketClientEmscripten.cpp @@ -7,8 +7,8 @@ namespace ZL { void WebSocketClientEmscripten::Connect(const std::string& host, uint16_t port) { // Формируем URL. Обратите внимание, что в Web часто лучше использовать ws://localhost - std::string url = "ws://" + host + ":" + std::to_string(port); - //std::string url = "wss://api.spacegame.fishrungames.com"; + //std::string url = "ws://" + host + ":" + std::to_string(port); + std::string url = "wss://api.spacegame.fishrungames.com"; EmscriptenWebSocketCreateAttributes attr = { url.c_str(), @@ -36,11 +36,8 @@ namespace ZL { // Локальная очередь для минимизации времени блокировки мьютекса std::queue localQueue; - { - std::lock_guard lock(queueMutex); - if (messageQueue.empty()) return; - std::swap(localQueue, messageQueue); - } + if (messageQueue.empty()) return; + std::swap(localQueue, messageQueue); while (!localQueue.empty()) { const std::string& msg = localQueue.front(); @@ -67,7 +64,6 @@ namespace ZL { auto* self = static_cast(userData); if (e->isText && e->data) { std::string msg(reinterpret_cast(e->data), e->numBytes); - std::lock_guard lock(self->queueMutex); self->messageQueue.push(msg); } return EM_TRUE; diff --git a/src/network/WebSocketClientEmscripten.h b/src/network/WebSocketClientEmscripten.h index 2aac059..10a7a49 100644 --- a/src/network/WebSocketClientEmscripten.h +++ b/src/network/WebSocketClientEmscripten.h @@ -18,7 +18,6 @@ namespace ZL { // Очередь для хранения сырых строк от браузера std::queue messageQueue; - std::mutex queueMutex; public: WebSocketClientEmscripten() = default; diff --git a/src/utils/TaskManager.cpp b/src/utils/TaskManager.cpp index aef62a1..c4fe7f1 100644 --- a/src/utils/TaskManager.cpp +++ b/src/utils/TaskManager.cpp @@ -5,35 +5,52 @@ namespace ZL { TaskManager::TaskManager(size_t threadCount) { - workGuard = std::make_unique>(ioContext.get_executor()); + +#ifndef EMSCRIPTEN + workGuard = std::make_unique>(ioContext.get_executor()); for (size_t i = 0; i < threadCount; ++i) { workers.emplace_back([this]() { ioContext.run(); }); } +#endif } void TaskManager::EnqueueBackgroundTask(std::function task) { +#ifdef EMSCRIPTEN + task(); +#else boost::asio::post(ioContext, task); +#endif } TaskManager::~TaskManager() { +#ifndef EMSCRIPTEN workGuard.reset(); // ioContext.run() , ioContext.stop(); // : for (auto& t : workers) { if (t.joinable()) t.join(); } +#endif } void MainThreadHandler::EnqueueMainThreadTask(std::function task) { +#ifndef EMSCRIPTEN std::lock_guard lock(mainThreadMutex); +#endif mainThreadTasks.push(task); } void MainThreadHandler::processMainThreadTasks() { std::function task; +#ifdef EMSCRIPTEN + if (!mainThreadTasks.empty()) { + task = std::move(mainThreadTasks.front()); + mainThreadTasks.pop(); + } +#else // , update { std::lock_guard lock(mainThreadMutex); @@ -42,6 +59,7 @@ namespace ZL mainThreadTasks.pop(); } } +#endif if (task) { task(); // RefreshVBO diff --git a/src/utils/TaskManager.h b/src/utils/TaskManager.h index 66423f8..afb18df 100644 --- a/src/utils/TaskManager.h +++ b/src/utils/TaskManager.h @@ -1,8 +1,12 @@ #pragma once + +#ifndef EMSCRIPTEN #include +#include +#endif + #include #include -#include #include #include @@ -11,12 +15,12 @@ namespace ZL { class TaskManager { private: +#ifndef EMSCRIPTEN boost::asio::io_context ioContext; std::unique_ptr> workGuard; std::vector workers; - +#endif public: - //TaskManager(size_t threadCount = std::thread::hardware_concurrency()); TaskManager(size_t threadCount = 2); // @@ -24,11 +28,13 @@ namespace ZL { // Graceful shutdown ~TaskManager(); - + +#ifndef EMSCRIPTEN boost::asio::io_context& getIOContext() { return ioContext; } +#endif }; @@ -36,8 +42,10 @@ namespace ZL { { private: std::queue> mainThreadTasks; - std::mutex mainThreadMutex; +#ifndef EMSCRIPTEN + std::mutex mainThreadMutex; +#endif public: void EnqueueMainThreadTask(std::function task);