Phase A/B: fix the game loop and trim the asset payload
Phase A (the hard blocker): the engine now plays a real table live in the browser via a real per-frame game loop, not just a static render. Two real, previously-unknown upstream bugs found and fixed along the way: - RenderDevice::WaitForVSync() unconditionally spawned a real std::thread every frame, even on __STANDALONE__ builds - a hard crash under Emscripten's single-threaded runtime (0003). - The desktop game loop is a blocking native while loop with manual uSleep throttling, incompatible with a single-threaded WASM main thread. Adds Player::EmscriptenStepFrame() (one frame, no internal loop) driven by emscripten_set_main_loop, plus new JS-callable lifecycle entry points (vpinball_wasm_start/stop/dispose in the new src/core/EmscriptenBridge.cpp) that bypass the desktop main()/WinMain() chain entirely, since that chain assumes the process runs exactly one table to completion then exits (0004). Verified end-to-end in Chrome: real .vpx load, real shader compilation, real physics/script engine init, a real running frame loop (observed advancing), and a clean stop() -> ~Player() teardown mid-session with no crash or hang. Phase B: trims the preloaded asset payload from ~51MB to ~11MB by excluding editor-only bundled example tables and a Monaco code editor never used by the player runtime, and adds real link-time optimization (-O2 --closure 1) and --use-preload-cache for repeat visits.
This commit is contained in:
@@ -0,0 +1,24 @@
|
||||
diff --git a/src/renderer/RenderDevice.cpp b/src/renderer/RenderDevice.cpp
|
||||
index 1fedf4e..3ccc87f 100644
|
||||
--- a/src/renderer/RenderDevice.cpp
|
||||
+++ b/src/renderer/RenderDevice.cpp
|
||||
@@ -2168,10 +2168,19 @@ void RenderDevice::WaitForVSync(const bool asynchronous)
|
||||
m_vsyncCount++;
|
||||
m_presentTimestampReference = usec();
|
||||
};
|
||||
+#ifndef __EMSCRIPTEN__
|
||||
if (asynchronous)
|
||||
std::thread(lambda).detach(); // Reuse thread ? (we always at most one running at a time)
|
||||
else
|
||||
lambda();
|
||||
+#else
|
||||
+ // vpinball-wasm: a single-threaded Emscripten build (no -pthread /
|
||||
+ // SharedArrayBuffer) cannot construct real std::thread workers - run
|
||||
+ // synchronously inline instead. This only updates m_vsyncCount/timestamp
|
||||
+ // bookkeeping (the real vblank-wait branches above are already excluded
|
||||
+ // for __STANDALONE__ builds), so synchronous execution is equivalent.
|
||||
+ lambda();
|
||||
+#endif
|
||||
}
|
||||
|
||||
#if defined(ENABLE_BGFX)
|
||||
Reference in New Issue
Block a user