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:
2026-08-22 16:06:17 +02:00
parent 0a63835689
commit a5e5b6f34a
6 changed files with 270 additions and 39 deletions
+9 -1
View File
@@ -44,9 +44,17 @@ EMSCRIPTEN_LINK_FLAGS=(
-sENVIRONMENT=web
-sEXPORTED_RUNTIME_METHODS=FS,ccall,cwrap
-sFORCE_FILESYSTEM=1
-sEXPORTED_FUNCTIONS=_main,_vpinball_wasm_start,_vpinball_wasm_stop,_vpinball_wasm_dispose
-sEXIT_RUNTIME=0
--use-preload-cache
)
if [ "$BUILD_TYPE" = "Debug" ]; then
EMSCRIPTEN_LINK_FLAGS+=(-sASSERTIONS=1 -sEXIT_RUNTIME=1)
EMSCRIPTEN_LINK_FLAGS+=(-sASSERTIONS=1 -O0)
else
# CMAKE_BUILD_TYPE=Release only optimizes the compile step; emcc's link
# step needs its own -O level to actually run wasm-opt/dead-code
# elimination and (with --closure) minify the JS glue.
EMSCRIPTEN_LINK_FLAGS+=(-O2 --closure 1)
fi
emcmake cmake \