Working on running the game even in Telegram
This commit is contained in:
parent
5fcb1d1234
commit
e78429b600
@ -63,8 +63,6 @@ set(SOURCES
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../src/network/LocalClient.cpp
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../src/network/LocalClient.cpp
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../src/network/ClientState.h
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../src/network/ClientState.h
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../src/network/ClientState.cpp
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../src/network/ClientState.cpp
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../src/network/WebSocketClient.h
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../src/network/WebSocketClient.cpp
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../src/network/WebSocketClientBase.h
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../src/network/WebSocketClientBase.h
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../src/network/WebSocketClientBase.cpp
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../src/network/WebSocketClientBase.cpp
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../src/network/WebSocketClientEmscripten.h
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../src/network/WebSocketClientEmscripten.h
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@ -95,10 +93,7 @@ set(ENABLE_COMMONCRYPTO OFF CACHE BOOL "" FORCE)
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add_subdirectory("../thirdparty/libzip-1.11.4" libzip-build)
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add_subdirectory("../thirdparty/libzip-1.11.4" libzip-build)
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# Линковка:
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target_link_libraries(space-game001 PRIVATE zip z websocket.js)
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# 'zip' берется из add_subdirectory
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# 'z' - это системный zlib Emscripten-а (флаг -sUSE_ZLIB=1 добавим ниже)
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target_link_libraries(space-game001 PRIVATE zip z websocket)
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# Эмскриптен-флаги
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# Эмскриптен-флаги
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set(EMSCRIPTEN_FLAGS
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set(EMSCRIPTEN_FLAGS
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@ -107,8 +102,8 @@ set(EMSCRIPTEN_FLAGS
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"-sUSE_LIBPNG=1"
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"-sUSE_LIBPNG=1"
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"-sUSE_ZLIB=1"
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"-sUSE_ZLIB=1"
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"-sUSE_SDL_TTF=2"
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"-sUSE_SDL_TTF=2"
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"-pthread"
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#"-pthread"
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"-sUSE_PTHREADS=1"
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#"-sUSE_PTHREADS=1"
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"-fexceptions"
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"-fexceptions"
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"-DNETWORK"
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"-DNETWORK"
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)
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)
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@ -120,8 +115,9 @@ target_compile_options(space-game001 PRIVATE ${EMSCRIPTEN_FLAGS} "-O2")
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set(EMSCRIPTEN_LINK_FLAGS
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set(EMSCRIPTEN_LINK_FLAGS
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${EMSCRIPTEN_FLAGS}
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${EMSCRIPTEN_FLAGS}
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"-O2"
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"-O2"
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"-sPTHREAD_POOL_SIZE=4"
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#"-sPTHREAD_POOL_SIZE=4"
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"-sALLOW_MEMORY_GROWTH=1"
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"-sALLOW_MEMORY_GROWTH=1"
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"-sFULL_ES3=1"
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"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/loading.png@resources/loading.png"
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"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/loading.png@resources/loading.png"
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"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/shaders@resources/shaders"
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"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/shaders@resources/shaders"
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)
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)
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2
proj-web/space-game001.html
Normal file
2
proj-web/space-game001.html
Normal file
@ -0,0 +1,2 @@
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<!doctypehtml><html lang=en-us><head><meta charset=utf-8><meta content="text/html; charset=utf-8"http-equiv=Content-Type><title>Emscripten-Generated Code</title><style>body{font-family:arial;margin:0;padding:none}.emscripten{padding-right:0;margin-left:auto;margin-right:auto;display:block}div.emscripten{text-align:center}div.emscripten_border{border:1px solid #000}canvas.emscripten{border:0 none;background-color:#000}#emscripten_logo{display:inline-block;margin:0;padding:6px;width:265px}.spinner{height:30px;width:30px;margin:0;margin-top:20px;margin-left:20px;display:inline-block;vertical-align:top;-webkit-animation:rotation .8s linear infinite;-moz-animation:rotation .8s linear infinite;-o-animation:rotation .8s linear infinite;animation:rotation .8s linear infinite;border-left:5px solid #ebebeb;border-right:5px solid #ebebeb;border-bottom:5px solid #ebebeb;border-top:5px solid #787878;border-radius:100%;background-color:#bdd72e}@-webkit-keyframes rotation{from{-webkit-transform:rotate(0)}to{-webkit-transform:rotate(360deg)}}@-moz-keyframes rotation{from{-moz-transform:rotate(0)}to{-moz-transform:rotate(360deg)}}@-o-keyframes rotation{from{-o-transform:rotate(0)}to{-o-transform:rotate(360deg)}}@keyframes rotation{from{transform:rotate(0)}to{transform:rotate(360deg)}}#status{display:inline-block;vertical-align:top;margin-top:30px;margin-left:20px;font-weight:700;color:#787878}#progress{height:20px;width:300px}#controls{display:inline-block;float:right;vertical-align:top;margin-top:30px;margin-right:20px}#output{width:100%;height:200px;margin:0 auto;margin-top:10px;border-left:0;border-right:0px;padding-left:0;padding-right:0;display:block;background-color:#000;color:#fff;font-family:'Lucida Console',Monaco,monospace;outline:0}</style></head><body><script src="https://cdn.jsdelivr.net/npm/eruda"></script>
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<script>eruda.init();</script><a href=http://emscripten.org><img id=emscripten_logo src=""></a><div class=spinner id=spinner></div><div class=emscripten id=status>Downloading...</div><span id=controls><span><input type=checkbox id=resize>Resize canvas</span> <span><input type=checkbox id=pointerLock checked>Lock/hide mouse pointer </span><span><input type=button onclick='Module.requestFullscreen(document.getElementById("pointerLock").checked,document.getElementById("resize").checked)'value=Fullscreen></span></span><div class=emscripten><progress hidden id=progress max=100 value=0></progress></div><div class=emscripten_border><canvas class=emscripten id=canvas oncontextmenu=event.preventDefault() tabindex=-1></canvas></div><textarea id=output rows=8></textarea><script>var statusElement=document.getElementById("status"),progressElement=document.getElementById("progress"),spinnerElement=document.getElementById("spinner"),canvasElement=document.getElementById("canvas"),outputElement=document.getElementById("output");outputElement&&(outputElement.value=""),canvasElement.addEventListener("webglcontextlost",(e=>{alert("WebGL context lost. You will need to reload the page."),e.preventDefault()}),!1);var Module={print(...e){if(console.log(...e),outputElement){var t=e.join(" ");outputElement.value+=t+"\n",outputElement.scrollTop=outputElement.scrollHeight}},canvas:canvasElement,setStatus(e){if(Module.setStatus.last||(Module.setStatus.last={time:Date.now(),text:""}),e!==Module.setStatus.last.text){var t=e.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/),n=Date.now();t&&n-Module.setStatus.last.time<30||(Module.setStatus.last.time=n,Module.setStatus.last.text=e,t?(e=t[1],progressElement.value=100*parseInt(t[2]),progressElement.max=100*parseInt(t[4]),progressElement.hidden=!1,spinnerElement.hidden=!1):(progressElement.value=null,progressElement.max=null,progressElement.hidden=!0,e||(spinnerElement.style.display="none")),statusElement.innerHTML=e)}},totalDependencies:0,monitorRunDependencies(e){this.totalDependencies=Math.max(this.totalDependencies,e),Module.setStatus(e?"Preparing... ("+(this.totalDependencies-e)+"/"+this.totalDependencies+")":"All downloads complete.")}};Module.setStatus("Downloading..."),window.onerror=e=>{Module.setStatus("Exception thrown, see JavaScript console"),spinnerElement.style.display="none",Module.setStatus=e=>{e&&console.error("[post-exception status] "+e)}}</script><script async src="space-game001.js" crossorigin="anonymous"></script></body></html>
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43
src/Game.cpp
43
src/Game.cpp
@ -57,9 +57,9 @@ namespace ZL
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#endif
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#endif
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Game::Game()
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Game::Game()
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: window(nullptr)
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: /*window(nullptr)
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, glContext(nullptr)
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, glContext(nullptr)
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, newTickCount(0)
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, */newTickCount(0)
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, lastTickCount(0)
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, lastTickCount(0)
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, menuManager(renderer)
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, menuManager(renderer)
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, space(renderer, taskManager, mainThreadHandler, networkClient, menuManager)
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, space(renderer, taskManager, mainThreadHandler, networkClient, menuManager)
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@ -67,12 +67,13 @@ namespace ZL
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}
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}
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Game::~Game() {
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Game::~Game() {
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/*
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if (glContext) {
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if (glContext) {
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SDL_GL_DeleteContext(glContext);
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SDL_GL_DeleteContext(glContext);
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}
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}
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if (window) {
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if (window) {
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SDL_DestroyWindow(window);
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SDL_DestroyWindow(window);
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}
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}*/
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#ifndef EMSCRIPTEN
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#ifndef EMSCRIPTEN
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// In Emscripten, SDL must stay alive across context loss/restore cycles
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// In Emscripten, SDL must stay alive across context loss/restore cycles
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// so the window remains valid when the game object is re-created.
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// so the window remains valid when the game object is re-created.
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@ -81,14 +82,15 @@ namespace ZL
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}
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}
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void Game::setup() {
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void Game::setup() {
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glContext = SDL_GL_CreateContext(ZL::Environment::window);
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//glContext = SDL_GL_CreateContext(ZL::Environment::window);
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//glContext = in_glContext;
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Environment::computeProjectionDimensions();
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Environment::computeProjectionDimensions();
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ZL::BindOpenGlFunctions();
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ZL::BindOpenGlFunctions();
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ZL::CheckGlError();
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ZL::CheckGlError();
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renderer.InitOpenGL();
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renderer.InitOpenGL();
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#ifdef EMSCRIPTEN
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#ifdef EMSCRIPTEN
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// These shaders and loading.png are preloaded separately (not from zip),
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// These shaders and loading.png are preloaded separately (not from zip),
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// so they are available immediately without waiting for resources.zip.
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// so they are available immediately without waiting for resources.zip.
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@ -101,19 +103,23 @@ namespace ZL
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loadingTexture = std::make_unique<Texture>(CreateTextureDataFromPng("resources/loading.png", CONST_ZIP_FILE));
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loadingTexture = std::make_unique<Texture>(CreateTextureDataFromPng("resources/loading.png", CONST_ZIP_FILE));
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#endif
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#endif
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loadingMesh.data = CreateRect2D({ Environment::projectionWidth * 0.5f, Environment::projectionHeight * 0.5f }, { Environment::projectionWidth * 0.5f, Environment::projectionHeight * 0.5f }, 3);
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loadingMesh.data = CreateRect2D({ 0.5f, 0.5f }, { 0.5f, 0.5f }, 3);
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loadingMesh.RefreshVBO();
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loadingMesh.RefreshVBO();
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#ifdef EMSCRIPTEN
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#ifdef EMSCRIPTEN
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// Asynchronously download resources.zip; setupPart2() is called on completion.
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// Asynchronously download resources.zip; setupPart2() is called on completion.
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// The loading screen stays visible until the download finishes.
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// The loading screen stays visible until the download finishes.
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s_instance = this;
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s_instance = this;
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std::cout << "Load resurces step 1" << std::endl;
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emscripten_async_wget("resources.zip", "resources.zip", onResourcesZipLoaded, onResourcesZipError);
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emscripten_async_wget("resources.zip", "resources.zip", onResourcesZipLoaded, onResourcesZipError);
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#else
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#else
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mainThreadHandler.EnqueueMainThreadTask([this]() {
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mainThreadHandler.EnqueueMainThreadTask([this]() {
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std::cout << "Load resurces step 2" << std::endl;
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this->setupPart2();
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this->setupPart2();
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std::cout << "Load resurces step 3" << std::endl;
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});
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});
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#endif
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#endif
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}
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}
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@ -164,10 +170,10 @@ namespace ZL
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networkClient = std::make_unique<WebSocketClientEmscripten>();
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networkClient = std::make_unique<WebSocketClientEmscripten>();
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networkClient->Connect("localhost", 8081);
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networkClient->Connect("localhost", 8081);
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#else
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#else
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networkClient = std::make_unique<WebSocketClient>(taskManager.getIOContext());
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//networkClient = std::make_unique<WebSocketClient>(taskManager.getIOContext());
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networkClient->Connect("localhost", 8081);
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//networkClient->Connect("localhost", 8081);
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#endif
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#endif
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if (networkClient) {
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if (networkClient) {
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std::string joinMsg = std::string("JOIN:") + nickname + ":" + std::to_string(shipType);
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std::string joinMsg = std::string("JOIN:") + nickname + ":" + std::to_string(shipType);
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networkClient->Send(joinMsg);
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networkClient->Send(joinMsg);
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@ -249,12 +255,12 @@ namespace ZL
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vTexCoordName);
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renderer.EnableVertexAttribArray(vTexCoordName);
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float width = Environment::projectionWidth;
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//float width = Environment::projectionWidth;
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float height = Environment::projectionHeight;
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//float height = Environment::projectionHeight;
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renderer.PushProjectionMatrix(
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renderer.PushProjectionMatrix(
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0, width,
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0, 1,
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0, height,
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0, 1,
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-10, 10);
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-10, 10);
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renderer.PushMatrix();
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renderer.PushMatrix();
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@ -275,8 +281,7 @@ namespace ZL
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int64_t Game::getSyncTimeMs() {
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int64_t Game::getSyncTimeMs() {
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int64_t localNow = std::chrono::duration_cast<std::chrono::milliseconds>(
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int64_t localNow = std::chrono::duration_cast<std::chrono::milliseconds>(
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std::chrono::system_clock::now().time_since_epoch()).count();
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std::chrono::system_clock::now().time_since_epoch()).count();
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// Добавляем смещение, полученное от сервера
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if(networkClient)
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if (networkClient)
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{
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{
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return localNow + networkClient->getTimeOffset();
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return localNow + networkClient->getTimeOffset();
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}
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}
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@ -317,10 +322,10 @@ namespace ZL
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}
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}
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void Game::render() {
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void Game::render() {
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SDL_GL_MakeCurrent(ZL::Environment::window, glContext);
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//SDL_GL_MakeCurrent(ZL::Environment::window, glContext);
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ZL::CheckGlError();
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ZL::CheckGlError();
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glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
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glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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drawScene();
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drawScene();
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@ -438,7 +443,7 @@ namespace ZL
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#endif
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#endif
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}
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}
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render();
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render();
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if (networkClient) {
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if (networkClient) {
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#ifndef NETWORK
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#ifndef NETWORK
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auto localClient = dynamic_cast<ZL::LocalClient*>(networkClient.get());
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auto localClient = dynamic_cast<ZL::LocalClient*>(networkClient.get());
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@ -60,8 +60,8 @@ namespace ZL {
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static void onResourcesZipError(const char* filename);
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static void onResourcesZipError(const char* filename);
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#endif
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#endif
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SDL_Window* window;
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//SDL_Window* window;
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SDL_GLContext glContext;
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//SDL_GLContext glContext;
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int64_t newTickCount;
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int64_t newTickCount;
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int64_t lastTickCount;
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int64_t lastTickCount;
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79
src/main.cpp
79
src/main.cpp
@ -16,37 +16,46 @@
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// For Android and Desktop a plain global value is used (no context loss).
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// For Android and Desktop a plain global value is used (no context loss).
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#ifdef EMSCRIPTEN
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#ifdef EMSCRIPTEN
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ZL::Game* g_game = nullptr;
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ZL::Game* g_game = nullptr;
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//static SDL_Window* win_x = nullptr;
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static SDL_GLContext glContext_x; // Не указатель, а сам объект (который суть void*)
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#else
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#else
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ZL::Game game;
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ZL::Game game;
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#endif
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#endif
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void MainLoop() {
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#ifdef EMSCRIPTEN
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#ifdef EMSCRIPTEN
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if (g_game) g_game->update();
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void MainLoop() {
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#else
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// SDL_GL_MakeCurrent тут не нужен каждый раз
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game.update();
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/*glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
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#endif
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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SDL_GL_SwapWindow(ZL::Environment::window);*/
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g_game->update();
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}
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}
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#else
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void MainLoop() {
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game.update();
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}
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#endif
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#ifdef EMSCRIPTEN
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#ifdef EMSCRIPTEN
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EM_BOOL onWebGLContextLost(int /*eventType*/, const void* /*reserved*/, void* /*userData*/) {
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EM_BOOL onWebGLContextLost(int /*eventType*/, const void* /*reserved*/, void* /*userData*/) {
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delete g_game;
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//delete g_game;
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g_game = nullptr;
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//g_game = nullptr;
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return EM_TRUE;
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return EM_TRUE;
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}
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}
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EM_BOOL onWebGLContextRestored(int /*eventType*/, const void* /*reserved*/, void* /*userData*/) {
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EM_BOOL onWebGLContextRestored(int /*eventType*/, const void* /*reserved*/, void* /*userData*/) {
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g_game = new ZL::Game();
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//g_game = new ZL::Game();
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g_game->setup();
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//g_game->setup();
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return EM_TRUE;
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return EM_TRUE;
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}
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}
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static void applyResize(int logicalW, int logicalH) {
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static void applyResize(int logicalW, int logicalH) {
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// Получаем коэффициент плотности пикселей (например, 2.625 на Pixel или 3.0 на Samsung)
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// Получаем коэффициент плотности пикселей (например, 2.625 на Pixel или 3.0 на Samsung)
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double dpr = emscripten_get_device_pixel_ratio();
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/*double dpr = emscripten_get_device_pixel_ratio();
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// Вычисляем реальные физические пиксели
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// Вычисляем реальные физические пиксели
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int physicalW = static_cast<int>(logicalW * dpr);
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int physicalW = static_cast<int>(logicalW * dpr);
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@ -72,7 +81,7 @@ static void applyResize(int logicalW, int logicalH) {
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e.window.event = SDL_WINDOWEVENT_RESIZED;
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e.window.event = SDL_WINDOWEVENT_RESIZED;
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e.window.data1 = physicalW;
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e.window.data1 = physicalW;
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e.window.data2 = physicalH;
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e.window.data2 = physicalH;
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SDL_PushEvent(&e);
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SDL_PushEvent(&e);*/
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}
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}
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EM_BOOL onWindowResized(int /*eventType*/, const EmscriptenUiEvent* e, void* /*userData*/) {
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EM_BOOL onWindowResized(int /*eventType*/, const EmscriptenUiEvent* e, void* /*userData*/) {
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@ -91,6 +100,44 @@ EM_BOOL onFullscreenChanged(int /*eventType*/, const EmscriptenFullscreenChangeE
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return EM_FALSE;
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return EM_FALSE;
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}
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}
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||||||
|
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
|
#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[]) {
|
int main(int argc, char *argv[]) {
|
||||||
try
|
try
|
||||||
@ -192,7 +241,7 @@ int main(int argc, char *argv[]) {
|
|||||||
ZL::Environment::height = CONST_HEIGHT;
|
ZL::Environment::height = CONST_HEIGHT;
|
||||||
|
|
||||||
|
|
||||||
#ifdef EMSCRIPTEN
|
/*#ifdef EMSCRIPTEN
|
||||||
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
|
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
|
||||||
std::cerr << "SDL_Init failed: " << SDL_GetError() << std::endl;
|
std::cerr << "SDL_Init failed: " << SDL_GetError() << std::endl;
|
||||||
return 1;
|
return 1;
|
||||||
@ -251,7 +300,7 @@ int main(int argc, char *argv[]) {
|
|||||||
SDL_SetHint(SDL_HINT_MOUSE_TOUCH_EVENTS, "0");
|
SDL_SetHint(SDL_HINT_MOUSE_TOUCH_EVENTS, "0");
|
||||||
|
|
||||||
emscripten_set_main_loop(MainLoop, 0, 1);
|
emscripten_set_main_loop(MainLoop, 0, 1);
|
||||||
#else
|
#else*/
|
||||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
|
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
|
||||||
SDL_Log("SDL init failed: %s", SDL_GetError());
|
SDL_Log("SDL init failed: %s", SDL_GetError());
|
||||||
return 1;
|
return 1;
|
||||||
@ -277,7 +326,7 @@ int main(int argc, char *argv[]) {
|
|||||||
game.update();
|
game.update();
|
||||||
SDL_Delay(2);
|
SDL_Delay(2);
|
||||||
}
|
}
|
||||||
#endif
|
//#endif
|
||||||
|
|
||||||
}
|
}
|
||||||
catch (const std::exception& e)
|
catch (const std::exception& e)
|
||||||
|
|||||||
@ -7,8 +7,8 @@
|
|||||||
namespace ZL {
|
namespace ZL {
|
||||||
void WebSocketClientEmscripten::Connect(const std::string& host, uint16_t port) {
|
void WebSocketClientEmscripten::Connect(const std::string& host, uint16_t port) {
|
||||||
// Формируем URL. Обратите внимание, что в Web часто лучше использовать ws://localhost
|
// Формируем URL. Обратите внимание, что в Web часто лучше использовать ws://localhost
|
||||||
std::string url = "ws://" + host + ":" + std::to_string(port);
|
//std::string url = "ws://" + host + ":" + std::to_string(port);
|
||||||
//std::string url = "wss://api.spacegame.fishrungames.com";
|
std::string url = "wss://api.spacegame.fishrungames.com";
|
||||||
|
|
||||||
EmscriptenWebSocketCreateAttributes attr = {
|
EmscriptenWebSocketCreateAttributes attr = {
|
||||||
url.c_str(),
|
url.c_str(),
|
||||||
@ -36,11 +36,8 @@ namespace ZL {
|
|||||||
// Локальная очередь для минимизации времени блокировки мьютекса
|
// Локальная очередь для минимизации времени блокировки мьютекса
|
||||||
std::queue<std::string> localQueue;
|
std::queue<std::string> localQueue;
|
||||||
|
|
||||||
{
|
if (messageQueue.empty()) return;
|
||||||
std::lock_guard<std::mutex> lock(queueMutex);
|
std::swap(localQueue, messageQueue);
|
||||||
if (messageQueue.empty()) return;
|
|
||||||
std::swap(localQueue, messageQueue);
|
|
||||||
}
|
|
||||||
|
|
||||||
while (!localQueue.empty()) {
|
while (!localQueue.empty()) {
|
||||||
const std::string& msg = localQueue.front();
|
const std::string& msg = localQueue.front();
|
||||||
@ -67,7 +64,6 @@ namespace ZL {
|
|||||||
auto* self = static_cast<WebSocketClientEmscripten*>(userData);
|
auto* self = static_cast<WebSocketClientEmscripten*>(userData);
|
||||||
if (e->isText && e->data) {
|
if (e->isText && e->data) {
|
||||||
std::string msg(reinterpret_cast<const char*>(e->data), e->numBytes);
|
std::string msg(reinterpret_cast<const char*>(e->data), e->numBytes);
|
||||||
std::lock_guard<std::mutex> lock(self->queueMutex);
|
|
||||||
self->messageQueue.push(msg);
|
self->messageQueue.push(msg);
|
||||||
}
|
}
|
||||||
return EM_TRUE;
|
return EM_TRUE;
|
||||||
|
|||||||
@ -18,7 +18,6 @@ namespace ZL {
|
|||||||
|
|
||||||
// Очередь для хранения сырых строк от браузера
|
// Очередь для хранения сырых строк от браузера
|
||||||
std::queue<std::string> messageQueue;
|
std::queue<std::string> messageQueue;
|
||||||
std::mutex queueMutex;
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
WebSocketClientEmscripten() = default;
|
WebSocketClientEmscripten() = default;
|
||||||
|
|||||||
@ -5,35 +5,52 @@ namespace ZL
|
|||||||
{
|
{
|
||||||
|
|
||||||
TaskManager::TaskManager(size_t threadCount) {
|
TaskManager::TaskManager(size_t threadCount) {
|
||||||
workGuard = std::make_unique<boost::asio::executor_work_guard<boost::asio::io_context::executor_type>>(ioContext.get_executor());
|
|
||||||
|
#ifndef EMSCRIPTEN
|
||||||
|
workGuard = std::make_unique<boost::asio::executor_work_guard<boost::asio::io_context::executor_type>>(ioContext.get_executor());
|
||||||
|
|
||||||
for (size_t i = 0; i < threadCount; ++i) {
|
for (size_t i = 0; i < threadCount; ++i) {
|
||||||
workers.emplace_back([this]() {
|
workers.emplace_back([this]() {
|
||||||
ioContext.run();
|
ioContext.run();
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
void TaskManager::EnqueueBackgroundTask(std::function<void()> task) {
|
void TaskManager::EnqueueBackgroundTask(std::function<void()> task) {
|
||||||
|
#ifdef EMSCRIPTEN
|
||||||
|
task();
|
||||||
|
#else
|
||||||
boost::asio::post(ioContext, task);
|
boost::asio::post(ioContext, task);
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
TaskManager::~TaskManager() {
|
TaskManager::~TaskManager() {
|
||||||
|
#ifndef EMSCRIPTEN
|
||||||
workGuard.reset(); // Ðàçðåøàåì ioContext.run() çàâåðøèòüñÿ, êîãäà çàäà÷ íå îñòàíåòñÿ
|
workGuard.reset(); // Ðàçðåøàåì ioContext.run() çàâåðøèòüñÿ, êîãäà çàäà÷ íå îñòàíåòñÿ
|
||||||
ioContext.stop(); // Îïöèîíàëüíî: íåìåäëåííàÿ îñòàíîâêà
|
ioContext.stop(); // Îïöèîíàëüíî: íåìåäëåííàÿ îñòàíîâêà
|
||||||
for (auto& t : workers) {
|
for (auto& t : workers) {
|
||||||
if (t.joinable()) t.join();
|
if (t.joinable()) t.join();
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
void MainThreadHandler::EnqueueMainThreadTask(std::function<void()> task) {
|
void MainThreadHandler::EnqueueMainThreadTask(std::function<void()> task) {
|
||||||
|
#ifndef EMSCRIPTEN
|
||||||
std::lock_guard<std::mutex> lock(mainThreadMutex);
|
std::lock_guard<std::mutex> lock(mainThreadMutex);
|
||||||
|
#endif
|
||||||
mainThreadTasks.push(task);
|
mainThreadTasks.push(task);
|
||||||
}
|
}
|
||||||
|
|
||||||
void MainThreadHandler::processMainThreadTasks() {
|
void MainThreadHandler::processMainThreadTasks() {
|
||||||
std::function<void()> task;
|
std::function<void()> task;
|
||||||
|
|
||||||
|
#ifdef EMSCRIPTEN
|
||||||
|
if (!mainThreadTasks.empty()) {
|
||||||
|
task = std::move(mainThreadTasks.front());
|
||||||
|
mainThreadTasks.pop();
|
||||||
|
}
|
||||||
|
#else
|
||||||
// Èçâëåêàåì òîëüêî îäíó çàäà÷ó, ÷òîáû íå áëîêèðîâàòü update íàäîëãî
|
// Èçâëåêàåì òîëüêî îäíó çàäà÷ó, ÷òîáû íå áëîêèðîâàòü update íàäîëãî
|
||||||
{
|
{
|
||||||
std::lock_guard<std::mutex> lock(mainThreadMutex);
|
std::lock_guard<std::mutex> lock(mainThreadMutex);
|
||||||
@ -42,6 +59,7 @@ namespace ZL
|
|||||||
mainThreadTasks.pop();
|
mainThreadTasks.pop();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
if (task) {
|
if (task) {
|
||||||
task(); // Çäåñü âûïîëíÿåòñÿ RefreshVBO èëè çàãðóçêà òåêñòóðû
|
task(); // Çäåñü âûïîëíÿåòñÿ RefreshVBO èëè çàãðóçêà òåêñòóðû
|
||||||
|
|||||||
@ -1,8 +1,12 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#ifndef EMSCRIPTEN
|
||||||
#include <boost/asio.hpp>
|
#include <boost/asio.hpp>
|
||||||
|
#include <thread>
|
||||||
|
#endif
|
||||||
|
|
||||||
#include <functional>
|
#include <functional>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
#include <thread>
|
|
||||||
#include <memory>
|
#include <memory>
|
||||||
#include <queue>
|
#include <queue>
|
||||||
|
|
||||||
@ -11,12 +15,12 @@ namespace ZL {
|
|||||||
|
|
||||||
class TaskManager {
|
class TaskManager {
|
||||||
private:
|
private:
|
||||||
|
#ifndef EMSCRIPTEN
|
||||||
boost::asio::io_context ioContext;
|
boost::asio::io_context ioContext;
|
||||||
std::unique_ptr<boost::asio::executor_work_guard<boost::asio::io_context::executor_type>> workGuard;
|
std::unique_ptr<boost::asio::executor_work_guard<boost::asio::io_context::executor_type>> workGuard;
|
||||||
std::vector<std::thread> workers;
|
std::vector<std::thread> workers;
|
||||||
|
#endif
|
||||||
public:
|
public:
|
||||||
//TaskManager(size_t threadCount = std::thread::hardware_concurrency());
|
|
||||||
TaskManager(size_t threadCount = 2);
|
TaskManager(size_t threadCount = 2);
|
||||||
|
|
||||||
// Ìåòîä äëÿ äîáàâëåíèÿ ôîíîâîé çàäà÷è
|
// Ìåòîä äëÿ äîáàâëåíèÿ ôîíîâîé çàäà÷è
|
||||||
@ -24,11 +28,13 @@ namespace ZL {
|
|||||||
|
|
||||||
// Graceful shutdown
|
// Graceful shutdown
|
||||||
~TaskManager();
|
~TaskManager();
|
||||||
|
|
||||||
|
#ifndef EMSCRIPTEN
|
||||||
boost::asio::io_context& getIOContext()
|
boost::asio::io_context& getIOContext()
|
||||||
{
|
{
|
||||||
return ioContext;
|
return ioContext;
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
@ -36,8 +42,10 @@ namespace ZL {
|
|||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
std::queue<std::function<void()>> mainThreadTasks;
|
std::queue<std::function<void()>> mainThreadTasks;
|
||||||
std::mutex mainThreadMutex;
|
|
||||||
|
|
||||||
|
#ifndef EMSCRIPTEN
|
||||||
|
std::mutex mainThreadMutex;
|
||||||
|
#endif
|
||||||
public:
|
public:
|
||||||
void EnqueueMainThreadTask(std::function<void()> task);
|
void EnqueueMainThreadTask(std::function<void()> task);
|
||||||
|
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user