Remove Games
This commit is contained in:
parent
22d70896b3
commit
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11 changed files with 2 additions and 15101 deletions
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/**************************************************************************/
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/* audio.worklet.js */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
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||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
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||||
/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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class RingBuffer {
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constructor(p_buffer, p_state, p_threads) {
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this.buffer = p_buffer;
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this.avail = p_state;
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this.threads = p_threads;
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this.rpos = 0;
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this.wpos = 0;
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}
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data_left() {
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return this.threads ? Atomics.load(this.avail, 0) : this.avail;
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}
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space_left() {
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return this.buffer.length - this.data_left();
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}
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read(output) {
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||||
const size = this.buffer.length;
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||||
let from = 0;
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||||
let to_write = output.length;
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if (this.rpos + to_write > size) {
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||||
const high = size - this.rpos;
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output.set(this.buffer.subarray(this.rpos, size));
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||||
from = high;
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||||
to_write -= high;
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this.rpos = 0;
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}
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if (to_write) {
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output.set(this.buffer.subarray(this.rpos, this.rpos + to_write), from);
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}
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this.rpos += to_write;
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if (this.threads) {
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Atomics.add(this.avail, 0, -output.length);
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Atomics.notify(this.avail, 0);
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} else {
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this.avail -= output.length;
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}
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}
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write(p_buffer) {
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const to_write = p_buffer.length;
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const mw = this.buffer.length - this.wpos;
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if (mw >= to_write) {
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this.buffer.set(p_buffer, this.wpos);
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this.wpos += to_write;
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if (mw === to_write) {
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this.wpos = 0;
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}
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} else {
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const high = p_buffer.subarray(0, mw);
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const low = p_buffer.subarray(mw);
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this.buffer.set(high, this.wpos);
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this.buffer.set(low);
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this.wpos = low.length;
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}
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if (this.threads) {
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Atomics.add(this.avail, 0, to_write);
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Atomics.notify(this.avail, 0);
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} else {
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this.avail += to_write;
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}
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}
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}
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class GodotProcessor extends AudioWorkletProcessor {
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constructor() {
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super();
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this.threads = false;
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this.running = true;
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this.lock = null;
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this.notifier = null;
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this.output = null;
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this.output_buffer = new Float32Array();
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this.input = null;
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this.input_buffer = new Float32Array();
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this.port.onmessage = (event) => {
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const cmd = event.data['cmd'];
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const data = event.data['data'];
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this.parse_message(cmd, data);
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};
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}
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process_notify() {
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if (this.notifier) {
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Atomics.add(this.notifier, 0, 1);
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Atomics.notify(this.notifier, 0);
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}
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}
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parse_message(p_cmd, p_data) {
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if (p_cmd === 'start' && p_data) {
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const state = p_data[0];
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let idx = 0;
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this.threads = true;
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this.lock = state.subarray(idx, ++idx);
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this.notifier = state.subarray(idx, ++idx);
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const avail_in = state.subarray(idx, ++idx);
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const avail_out = state.subarray(idx, ++idx);
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this.input = new RingBuffer(p_data[1], avail_in, true);
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this.output = new RingBuffer(p_data[2], avail_out, true);
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} else if (p_cmd === 'stop') {
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this.running = false;
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this.output = null;
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this.input = null;
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this.lock = null;
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this.notifier = null;
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} else if (p_cmd === 'start_nothreads') {
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this.output = new RingBuffer(p_data[0], p_data[0].length, false);
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} else if (p_cmd === 'chunk') {
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this.output.write(p_data);
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}
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}
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static array_has_data(arr) {
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return arr.length && arr[0].length && arr[0][0].length;
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}
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process(inputs, outputs, parameters) {
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if (!this.running) {
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return false; // Stop processing.
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}
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if (this.output === null) {
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return true; // Not ready yet, keep processing.
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}
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const process_input = GodotProcessor.array_has_data(inputs);
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if (process_input) {
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const input = inputs[0];
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const chunk = input[0].length * input.length;
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if (this.input_buffer.length !== chunk) {
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this.input_buffer = new Float32Array(chunk);
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}
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if (!this.threads) {
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GodotProcessor.write_input(this.input_buffer, input);
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this.port.postMessage({ 'cmd': 'input', 'data': this.input_buffer });
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} else if (this.input.space_left() >= chunk) {
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GodotProcessor.write_input(this.input_buffer, input);
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this.input.write(this.input_buffer);
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} else {
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this.port.postMessage('Input buffer is full! Skipping input frame.');
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}
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}
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const process_output = GodotProcessor.array_has_data(outputs);
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if (process_output) {
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const output = outputs[0];
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const chunk = output[0].length * output.length;
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if (this.output_buffer.length !== chunk) {
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this.output_buffer = new Float32Array(chunk);
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}
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if (this.output.data_left() >= chunk) {
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this.output.read(this.output_buffer);
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GodotProcessor.write_output(output, this.output_buffer);
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if (!this.threads) {
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this.port.postMessage({ 'cmd': 'read', 'data': chunk });
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}
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} else {
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this.port.postMessage('Output buffer has not enough frames! Skipping output frame.');
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}
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}
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this.process_notify();
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return true;
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}
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static write_output(dest, source) {
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const channels = dest.length;
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for (let ch = 0; ch < channels; ch++) {
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for (let sample = 0; sample < dest[ch].length; sample++) {
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dest[ch][sample] = source[sample * channels + ch];
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}
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}
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}
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static write_input(dest, source) {
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const channels = source.length;
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for (let ch = 0; ch < channels; ch++) {
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for (let sample = 0; sample < source[ch].length; sample++) {
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dest[sample * channels + ch] = source[ch][sample];
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}
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}
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}
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}
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registerProcessor('godot-processor', GodotProcessor);
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@ -1,248 +0,0 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no">
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<title>Grapple Test</title>
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<style>
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body {
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touch-action: none;
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margin: 0;
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border: 0 none;
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padding: 0;
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text-align: center;
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background-color: black;
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}
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#canvas {
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display: block;
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margin: 0;
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color: white;
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}
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#canvas:focus {
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outline: none;
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}
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.godot {
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font-family: 'Noto Sans', 'Droid Sans', Arial, sans-serif;
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color: #e0e0e0;
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background-color: #3b3943;
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background-image: linear-gradient(to bottom, #403e48, #35333c);
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border: 1px solid #45434e;
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box-shadow: 0 0 1px 1px #2f2d35;
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}
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/* Status display */
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#status {
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position: absolute;
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left: 0;
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top: 0;
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right: 0;
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bottom: 0;
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display: flex;
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justify-content: center;
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align-items: center;
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/* don't consume click events - make children visible explicitly */
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visibility: hidden;
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}
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#status-progress {
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width: 366px;
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height: 7px;
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background-color: #38363A;
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border: 1px solid #444246;
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padding: 1px;
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box-shadow: 0 0 2px 1px #1B1C22;
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border-radius: 2px;
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visibility: visible;
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}
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@media only screen and (orientation:portrait) {
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#status-progress {
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width: 61.8%;
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}
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}
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#status-progress-inner {
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height: 100%;
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width: 0;
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box-sizing: border-box;
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transition: width 0.5s linear;
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background-color: #202020;
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border: 1px solid #222223;
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box-shadow: 0 0 1px 1px #27282E;
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border-radius: 3px;
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}
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#status-indeterminate {
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height: 42px;
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visibility: visible;
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position: relative;
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}
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#status-indeterminate > div {
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width: 4.5px;
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height: 0;
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border-style: solid;
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border-width: 9px 3px 0 3px;
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border-color: #2b2b2b transparent transparent transparent;
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transform-origin: center 21px;
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position: absolute;
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}
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#status-indeterminate > div:nth-child(1) { transform: rotate( 22.5deg); }
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#status-indeterminate > div:nth-child(2) { transform: rotate( 67.5deg); }
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#status-indeterminate > div:nth-child(3) { transform: rotate(112.5deg); }
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#status-indeterminate > div:nth-child(4) { transform: rotate(157.5deg); }
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#status-indeterminate > div:nth-child(5) { transform: rotate(202.5deg); }
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#status-indeterminate > div:nth-child(6) { transform: rotate(247.5deg); }
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#status-indeterminate > div:nth-child(7) { transform: rotate(292.5deg); }
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#status-indeterminate > div:nth-child(8) { transform: rotate(337.5deg); }
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#status-notice {
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margin: 0 100px;
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line-height: 1.3;
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visibility: visible;
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padding: 4px 6px;
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visibility: visible;
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}
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</style>
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<link id='-gd-engine-icon' rel='icon' type='image/png' href='index.icon.png' />
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<link rel='apple-touch-icon' href='index.apple-touch-icon.png'/>
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</head>
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<body>
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<canvas id="canvas">
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HTML5 canvas appears to be unsupported in the current browser.<br >
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Please try updating or use a different browser.
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</canvas>
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<div id="status">
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<div id="status-progress" style="display: none;" oncontextmenu="event.preventDefault();">
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<div id ="status-progress-inner"></div>
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</div>
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<div id="status-indeterminate" style="display: none;" oncontextmenu="event.preventDefault();">
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<div></div>
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<div></div>
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<div></div>
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<div></div>
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<div></div>
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<div></div>
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<div></div>
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<div></div>
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</div>
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<div id="status-notice" class="godot" style="display: none;"></div>
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</div>
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<script src="index.js"></script>
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<script>
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const GODOT_CONFIG = {"args":[],"canvasResizePolicy":2,"executable":"index","experimentalVK":false,"fileSizes":{"index.pck":88992,"index.wasm":49219187},"focusCanvas":true,"gdextensionLibs":[]};
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const engine = new Engine(GODOT_CONFIG);
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(function () {
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const INDETERMINATE_STATUS_STEP_MS = 100;
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const statusProgress = document.getElementById('status-progress');
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const statusProgressInner = document.getElementById('status-progress-inner');
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const statusIndeterminate = document.getElementById('status-indeterminate');
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const statusNotice = document.getElementById('status-notice');
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let initializing = true;
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let statusMode = 'hidden';
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let animationCallbacks = [];
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function animate(time) {
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animationCallbacks.forEach((callback) => callback(time));
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requestAnimationFrame(animate);
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}
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requestAnimationFrame(animate);
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function animateStatusIndeterminate(ms) {
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const i = Math.floor((ms / INDETERMINATE_STATUS_STEP_MS) % 8);
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if (statusIndeterminate.children[i].style.borderTopColor === '') {
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Array.prototype.slice.call(statusIndeterminate.children).forEach((child) => {
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child.style.borderTopColor = '';
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});
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statusIndeterminate.children[i].style.borderTopColor = '#dfdfdf';
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}
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}
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function setStatusMode(mode) {
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if (statusMode === mode || !initializing) {
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return;
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}
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[statusProgress, statusIndeterminate, statusNotice].forEach((elem) => {
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elem.style.display = 'none';
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});
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animationCallbacks = animationCallbacks.filter(function (value) {
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return (value !== animateStatusIndeterminate);
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});
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switch (mode) {
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case 'progress':
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statusProgress.style.display = 'block';
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break;
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case 'indeterminate':
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statusIndeterminate.style.display = 'block';
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animationCallbacks.push(animateStatusIndeterminate);
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break;
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case 'notice':
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statusNotice.style.display = 'block';
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break;
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case 'hidden':
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break;
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||||
default:
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||||
throw new Error('Invalid status mode');
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||||
}
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statusMode = mode;
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||||
}
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||||
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function setStatusNotice(text) {
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while (statusNotice.lastChild) {
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statusNotice.removeChild(statusNotice.lastChild);
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||||
}
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||||
const lines = text.split('\n');
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lines.forEach((line) => {
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||||
statusNotice.appendChild(document.createTextNode(line));
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||||
statusNotice.appendChild(document.createElement('br'));
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||||
});
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||||
}
|
||||
|
||||
function displayFailureNotice(err) {
|
||||
const msg = err.message || err;
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||||
console.error(msg);
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||||
setStatusNotice(msg);
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||||
setStatusMode('notice');
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||||
initializing = false;
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||||
}
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||||
|
||||
const missing = Engine.getMissingFeatures();
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||||
if (missing.length !== 0) {
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||||
const missingMsg = 'Error\nThe following features required to run Godot projects on the Web are missing:\n';
|
||||
displayFailureNotice(missingMsg + missing.join('\n'));
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} else {
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||||
setStatusMode('indeterminate');
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||||
engine.startGame({
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||||
'onProgress': function (current, total) {
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||||
if (total > 0) {
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statusProgressInner.style.width = `${(current / total) * 100}%`;
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||||
setStatusMode('progress');
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||||
if (current === total) {
|
||||
// wait for progress bar animation
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||||
setTimeout(() => {
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||||
setStatusMode('indeterminate');
|
||||
}, 500);
|
||||
}
|
||||
} else {
|
||||
setStatusMode('indeterminate');
|
||||
}
|
||||
},
|
||||
}).then(() => {
|
||||
setStatusMode('hidden');
|
||||
initializing = false;
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||||
}, displayFailureNotice);
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||||
}
|
||||
}());
|
||||
</script>
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||||
</body>
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</html>
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@ -1,161 +0,0 @@
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/**
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||||
* @license
|
||||
* Copyright 2015 The Emscripten Authors
|
||||
* SPDX-License-Identifier: MIT
|
||||
*/
|
||||
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||||
// Pthread Web Worker startup routine:
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||||
// This is the entry point file that is loaded first by each Web Worker
|
||||
// that executes pthreads on the Emscripten application.
|
||||
|
||||
'use strict';
|
||||
|
||||
var Module = {};
|
||||
|
||||
// Thread-local guard variable for one-time init of the JS state
|
||||
var initializedJS = false;
|
||||
|
||||
function assert(condition, text) {
|
||||
if (!condition) abort('Assertion failed: ' + text);
|
||||
}
|
||||
|
||||
function threadPrintErr() {
|
||||
var text = Array.prototype.slice.call(arguments).join(' ');
|
||||
console.error(text);
|
||||
}
|
||||
function threadAlert() {
|
||||
var text = Array.prototype.slice.call(arguments).join(' ');
|
||||
postMessage({cmd: 'alert', text: text, threadId: Module['_pthread_self']()});
|
||||
}
|
||||
// We don't need out() for now, but may need to add it if we want to use it
|
||||
// here. Or, if this code all moves into the main JS, that problem will go
|
||||
// away. (For now, adding it here increases code size for no benefit.)
|
||||
var out = () => { throw 'out() is not defined in worker.js.'; }
|
||||
var err = threadPrintErr;
|
||||
self.alert = threadAlert;
|
||||
|
||||
Module['instantiateWasm'] = (info, receiveInstance) => {
|
||||
// Instantiate from the module posted from the main thread.
|
||||
// We can just use sync instantiation in the worker.
|
||||
var module = Module['wasmModule'];
|
||||
// We don't need the module anymore; new threads will be spawned from the main thread.
|
||||
Module['wasmModule'] = null;
|
||||
var instance = new WebAssembly.Instance(module, info);
|
||||
// TODO: Due to Closure regression https://github.com/google/closure-compiler/issues/3193,
|
||||
// the above line no longer optimizes out down to the following line.
|
||||
// When the regression is fixed, we can remove this if/else.
|
||||
return receiveInstance(instance);
|
||||
}
|
||||
|
||||
// Turn unhandled rejected promises into errors so that the main thread will be
|
||||
// notified about them.
|
||||
self.onunhandledrejection = (e) => {
|
||||
throw e.reason ?? e;
|
||||
};
|
||||
|
||||
function handleMessage(e) {
|
||||
try {
|
||||
if (e.data.cmd === 'load') { // Preload command that is called once per worker to parse and load the Emscripten code.
|
||||
|
||||
// Until we initialize the runtime, queue up any further incoming messages.
|
||||
let messageQueue = [];
|
||||
self.onmessage = (e) => messageQueue.push(e);
|
||||
|
||||
// And add a callback for when the runtime is initialized.
|
||||
self.startWorker = (instance) => {
|
||||
Module = instance;
|
||||
// Notify the main thread that this thread has loaded.
|
||||
postMessage({ 'cmd': 'loaded' });
|
||||
// Process any messages that were queued before the thread was ready.
|
||||
for (let msg of messageQueue) {
|
||||
handleMessage(msg);
|
||||
}
|
||||
// Restore the real message handler.
|
||||
self.onmessage = handleMessage;
|
||||
};
|
||||
|
||||
// Module and memory were sent from main thread
|
||||
Module['wasmModule'] = e.data.wasmModule;
|
||||
|
||||
// Use `const` here to ensure that the variable is scoped only to
|
||||
// that iteration, allowing safe reference from a closure.
|
||||
for (const handler of e.data.handlers) {
|
||||
Module[handler] = function() {
|
||||
postMessage({ cmd: 'callHandler', handler, args: [...arguments] });
|
||||
}
|
||||
}
|
||||
|
||||
Module['wasmMemory'] = e.data.wasmMemory;
|
||||
|
||||
Module['buffer'] = Module['wasmMemory'].buffer;
|
||||
|
||||
Module['workerID'] = e.data.workerID;
|
||||
|
||||
Module['ENVIRONMENT_IS_PTHREAD'] = true;
|
||||
|
||||
if (typeof e.data.urlOrBlob == 'string') {
|
||||
importScripts(e.data.urlOrBlob);
|
||||
} else {
|
||||
var objectUrl = URL.createObjectURL(e.data.urlOrBlob);
|
||||
importScripts(objectUrl);
|
||||
URL.revokeObjectURL(objectUrl);
|
||||
}
|
||||
Godot(Module);
|
||||
} else if (e.data.cmd === 'run') {
|
||||
// Pass the thread address to wasm to store it for fast access.
|
||||
Module['__emscripten_thread_init'](e.data.pthread_ptr, /*isMainBrowserThread=*/0, /*isMainRuntimeThread=*/0, /*canBlock=*/1);
|
||||
|
||||
// Await mailbox notifications with `Atomics.waitAsync` so we can start
|
||||
// using the fast `Atomics.notify` notification path.
|
||||
Module['__emscripten_thread_mailbox_await'](e.data.pthread_ptr);
|
||||
|
||||
assert(e.data.pthread_ptr);
|
||||
// Also call inside JS module to set up the stack frame for this pthread in JS module scope
|
||||
Module['establishStackSpace']();
|
||||
Module['PThread'].receiveObjectTransfer(e.data);
|
||||
Module['PThread'].threadInitTLS();
|
||||
|
||||
if (!initializedJS) {
|
||||
initializedJS = true;
|
||||
}
|
||||
|
||||
try {
|
||||
Module['invokeEntryPoint'](e.data.start_routine, e.data.arg);
|
||||
} catch(ex) {
|
||||
if (ex != 'unwind') {
|
||||
// The pthread "crashed". Do not call `_emscripten_thread_exit` (which
|
||||
// would make this thread joinable). Instead, re-throw the exception
|
||||
// and let the top level handler propagate it back to the main thread.
|
||||
throw ex;
|
||||
}
|
||||
}
|
||||
} else if (e.data.cmd === 'cancel') { // Main thread is asking for a pthread_cancel() on this thread.
|
||||
if (Module['_pthread_self']()) {
|
||||
Module['__emscripten_thread_exit'](-1);
|
||||
}
|
||||
} else if (e.data.target === 'setimmediate') {
|
||||
// no-op
|
||||
} else if (e.data.cmd === 'checkMailbox') {
|
||||
if (initializedJS) {
|
||||
Module['checkMailbox']();
|
||||
}
|
||||
} else if (e.data.cmd) {
|
||||
// The received message looks like something that should be handled by this message
|
||||
// handler, (since there is a e.data.cmd field present), but is not one of the
|
||||
// recognized commands:
|
||||
err('worker.js received unknown command ' + e.data.cmd);
|
||||
err(e.data);
|
||||
}
|
||||
} catch(ex) {
|
||||
err('worker.js onmessage() captured an uncaught exception: ' + ex);
|
||||
if (ex && ex.stack) err(ex.stack);
|
||||
if (Module['__emscripten_thread_crashed']) {
|
||||
Module['__emscripten_thread_crashed']();
|
||||
}
|
||||
throw ex;
|
||||
}
|
||||
};
|
||||
|
||||
self.onmessage = handleMessage;
|
||||
|
||||
|
4
index.js
4
index.js
|
@ -39,7 +39,7 @@ app.listen(PORT, () => {
|
|||
})
|
||||
|
||||
var cachePath = path.join(staticpath, 'cached')
|
||||
var gamePath = path.join(__dirname, "games")
|
||||
// var gamePath = path.join(__dirname, "games")
|
||||
var fontPath = path.join(staticpath, "fonts")
|
||||
// var imgPath = path.join(staticpath, 'imgs')
|
||||
|
||||
|
@ -50,7 +50,7 @@ app.use("/games", function (req, res, next) {
|
|||
});
|
||||
|
||||
|
||||
app.use("/games", express.static(gamePath))
|
||||
// app.use("/games", express.static(gamePath))
|
||||
|
||||
app.use("/fonts", express.static(fontPath))
|
||||
|
||||
|
|
Loading…
Reference in a new issue