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v0.3.1
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c7f7cb6afa | ||
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99ae5b9eda | ||
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5570955bc5 |
Generated
+2
-2
@@ -1,12 +1,12 @@
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{
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"name": "@valknar/vpinball-wasm",
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"version": "0.2.0",
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"version": "0.3.1",
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"lockfileVersion": 3,
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"requires": true,
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"packages": {
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"": {
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"name": "@valknar/vpinball-wasm",
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"version": "0.2.0",
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"version": "0.3.1",
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"license": "SEE LICENSE IN LICENSE",
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"devDependencies": {
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"typescript": "^5.6.0"
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+1
-1
@@ -1,6 +1,6 @@
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{
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"name": "@valknar/vpinball-wasm",
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"version": "0.3.0",
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"version": "0.3.1",
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"description": "Visual Pinball's engine compiled to WebAssembly - real .vpx tables, real VBScript, WebGL2 rendering, in the browser",
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"license": "SEE LICENSE IN LICENSE",
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"type": "module",
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@@ -1,8 +1,8 @@
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diff --git a/src/cpuexec.c b/src/cpuexec.c
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index ca7401f..0bfcbe7 100644
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index 07db6a1..19da31a 100644
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--- a/src/cpuexec.c
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+++ b/src/cpuexec.c
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@@ -466,6 +466,65 @@ void cpu_run(void)
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@@ -466,6 +466,78 @@ void cpu_run(void)
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#endif
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}
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@@ -29,6 +29,19 @@ index ca7401f..0bfcbe7 100644
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+ once it has fully quit (cpu_post_run() has already been invoked). */
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+int cpu_run_emscripten_step(void)
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+{
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+ /* usrintrf.c's per-frame video update contains a "while (g_fPause) {
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+ ...; draw_screen(); ... }" busy-wait (see the VPINMAME/LIBPINMAME
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+ branch around updatescreen()) that assumes a real OS thread will
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+ later flip g_fPause back to 0 from outside it. We're single-threaded
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+ here, so entering that loop at all would spin forever burning 100%
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+ CPU with no way out - nothing else can ever run to clear the flag.
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+ Skip cpu_timeslice() (and therefore that loop) entirely while paused;
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+ the emulation simply doesn't advance until Controller.Pause is set
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+ back to False and this function is called again next frame. */
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+ extern int g_fPause;
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+ if (g_fPause)
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+ return 1;
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+
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+ const double frame_target = timer_get_time() + (1.0 / 60.0);
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+
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+ while (!time_to_quit && !time_to_reset && timer_get_time() < frame_target)
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@@ -68,41 +81,6 @@ index ca7401f..0bfcbe7 100644
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/*************************************
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@@ -943,6 +1002,34 @@ void time_fence_exit()
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}
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}
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+#elif defined(__EMSCRIPTEN__)
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+
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+// No cross-thread wait primitive is used here: this build is single-threaded
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+// (see vpinball-wasm's README on why pthreads/SharedArrayBuffer are out of
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+// scope), and time_fence is purely an *optional* external-clock-sync feature
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+// (mirrored by Controller.TimeFence in controller.vbs) - reporting it as
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+// unsupported just means the emulator paces itself on its own internal
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+// timing instead of syncing to the host's clock, which is what every other
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+// platform this library runs on outside of this fence do anyway.
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+int time_fence_is_supported()
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+{
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+ return 0;
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+}
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+
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+void time_fence_post()
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+{
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+}
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+
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+int time_fence_wait(double secs)
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+{
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+ (void)secs;
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+ return 0;
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+}
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+
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+void time_fence_exit()
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+{
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+}
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+
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#else
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#include <semaphore.h>
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diff --git a/src/libpinmame/libpinmame.cpp b/src/libpinmame/libpinmame.cpp
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index 6966d77..755d762 100644
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--- a/src/libpinmame/libpinmame.cpp
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