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cocos_lib/cocos/engine/Engine.cpp

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/****************************************************************************
Copyright (c) 2017-2023 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "engine/Engine.h"
#include <cstdlib>
#include <functional>
#include <memory>
#include <sstream>
#include "base/DeferredReleasePool.h"
#include "base/Macros.h"
#include "bindings/jswrapper/SeApi.h"
#include "core/builtin/BuiltinResMgr.h"
#include "engine/EngineEvents.h"
#include "platform/BasePlatform.h"
#include "platform/FileUtils.h"
#include "renderer/GFXDeviceManager.h"
#include "renderer/core/ProgramLib.h"
#include "renderer/pipeline/RenderPipeline.h"
#include "renderer/pipeline/custom/RenderingModule.h"
#if CC_USE_AUDIO
#include "cocos/audio/include/AudioEngine.h"
#endif
#if CC_USE_SOCKET
#include "cocos/network/WebSocket.h"
#endif
#if CC_USE_DRAGONBONES
#include "editor-support/dragonbones-creator-support/ArmatureCacheMgr.h"
#endif
#if CC_USE_SPINE
#include "editor-support/spine-creator-support/SkeletonCacheMgr.h"
#endif
#include "application/ApplicationManager.h"
#include "application/BaseApplication.h"
#include "base/Scheduler.h"
#include "bindings/event/EventDispatcher.h"
#include "core/assets/FreeTypeFont.h"
#include "network/HttpClient.h"
#include "platform/UniversalPlatform.h"
#include "platform/interfaces/modules/IScreen.h"
#include "platform/interfaces/modules/ISystemWindow.h"
#include "platform/interfaces/modules/ISystemWindowManager.h"
#if CC_USE_DEBUG_RENDERER
#include "profiler/DebugRenderer.h"
#endif
#include "profiler/Profiler.h"
namespace {
bool setCanvasCallback(se::Object *global) {
se::AutoHandleScope scope;
se::ScriptEngine *se = se::ScriptEngine::getInstance();
auto *window = CC_GET_MAIN_SYSTEM_WINDOW();
auto handler = window->getWindowHandle();
auto viewSize = window->getViewSize();
auto dpr = cc::BasePlatform::getPlatform()->getInterface<cc::IScreen>()->getDevicePixelRatio();
se::Value jsbVal;
bool ok = global->getProperty("jsb", &jsbVal);
if (!jsbVal.isObject()) {
se::HandleObject jsbObj(se::Object::createPlainObject());
global->setProperty("jsb", se::Value(jsbObj));
jsbVal.setObject(jsbObj, true);
}
se::Value windowVal;
jsbVal.toObject()->getProperty("window", &windowVal);
if (!windowVal.isObject()) {
se::HandleObject windowObj(se::Object::createPlainObject());
jsbVal.toObject()->setProperty("window", se::Value(windowObj));
windowVal.setObject(windowObj, true);
}
int width = static_cast<int>(viewSize.width / dpr);
int height = static_cast<int>(viewSize.height / dpr);
windowVal.toObject()->setProperty("innerWidth", se::Value(width));
windowVal.toObject()->setProperty("innerHeight", se::Value(height));
if (sizeof(handler) == 8) { // use bigint
windowVal.toObject()->setProperty("windowHandle", se::Value(static_cast<uint64_t>(handler)));
} else {
windowVal.toObject()->setProperty("windowHandle", se::Value(static_cast<uint32_t>(handler)));
}
return true;
}
} // namespace
namespace cc {
Engine::Engine() {
_scriptEngine = ccnew se::ScriptEngine();
_windowEventListener.bind([this](const cc::WindowEvent &ev) { redirectWindowEvent(ev); });
}
Engine::~Engine() {
destroy();
delete _scriptEngine;
_scriptEngine = nullptr;
}
int32_t Engine::init() {
_scheduler = std::make_shared<Scheduler>();
_fs = createFileUtils();
// May create gfx device in render subsystem in future.
_gfxDevice = gfx::DeviceManager::create();
_programLib = ccnew ProgramLib();
_builtinResMgr = ccnew BuiltinResMgr;
#if CC_USE_DEBUG_RENDERER
_debugRenderer = ccnew DebugRenderer();
#endif
#if CC_USE_PROFILER
_profiler = ccnew Profiler();
#endif
EventDispatcher::init();
BasePlatform *platform = BasePlatform::getPlatform();
se::ScriptEngine::getInstance()->addRegisterCallback(setCanvasCallback);
emit<EngineStatusChange>(ON_START);
_inited = true;
return 0;
}
void Engine::destroy() {
cc::DeferredReleasePool::clear();
cc::network::HttpClient::destroyInstance();
_scheduler->removeAllFunctionsToBePerformedInCocosThread();
_scheduler->unscheduleAll();
CCObject::deferredDestroy();
#if CC_USE_AUDIO
AudioEngine::end();
#endif
EventDispatcher::destroy();
// Should delete it before deleting DeviceManager as ScriptEngine will check gpu resource usage,
// and ScriptEngine will hold gfx objects.
// Because the user registration interface needs to be added during initialization.
// ScriptEngine cannot be released here.
_scriptEngine->cleanup();
#if CC_USE_PROFILER
delete _profiler;
#endif
// Profiler depends on DebugRenderer, should delete it after deleting Profiler,
// and delete DebugRenderer after RenderPipeline::destroy which destroy DebugRenderer.
#if CC_USE_DEBUG_RENDERER
delete _debugRenderer;
#endif
// TODO(): Delete some global objects.
#if CC_USE_DEBUG_RENDERER
// FreeTypeFontFace is only used in DebugRenderer now, so use CC_USE_DEBUG_RENDERER macro temporarily
FreeTypeFontFace::destroyFreeType();
#endif
#if CC_USE_DRAGONBONES
dragonBones::ArmatureCacheMgr::destroyInstance();
#endif
#if CC_USE_SPINE
spine::SkeletonCacheMgr::destroyInstance();
#endif
#if CC_USE_MIDDLEWARE
cc::middleware::MiddlewareManager::destroyInstance();
#endif
CCObject::deferredDestroy();
delete _builtinResMgr;
delete _programLib;
if (cc::render::getRenderingModule()) {
cc::render::Factory::destroy(cc::render::getRenderingModule());
}
CC_SAFE_DESTROY_AND_DELETE(_gfxDevice);
delete _fs;
_scheduler.reset();
_inited = false;
}
int32_t Engine::run() {
BasePlatform *platform = BasePlatform::getPlatform();
_xr = CC_GET_XR_INTERFACE();
platform->runInPlatformThread([&]() {
tick();
});
return 0;
}
void Engine::pause() {
// TODO(cc) : Follow-up support
}
void Engine::resume() {
// TODO(cc) : Follow-up support
}
int Engine::restart() {
_needRestart = true;
return 0;
}
void Engine::close() { // NOLINT
#if CC_USE_AUDIO
cc::AudioEngine::stopAll();
#endif
// #if CC_USE_SOCKET
// cc::network::WebSocket::closeAllConnections();
// #endif
cc::DeferredReleasePool::clear();
_scheduler->removeAllFunctionsToBePerformedInCocosThread();
_scheduler->unscheduleAll();
}
uint Engine::getTotalFrames() const {
return _totalFrames;
}
void Engine::setPreferredFramesPerSecond(int fps) {
if (fps == 0) {
return;
}
BasePlatform *platform = BasePlatform::getPlatform();
platform->setFps(fps);
_preferredNanosecondsPerFrame = static_cast<long>(1.0 / fps * NANOSECONDS_PER_SECOND); // NOLINT(google-runtime-int)
}
void Engine::tick() {
CC_PROFILER_BEGIN_FRAME;
{
CC_PROFILE(EngineTick);
_gfxDevice->frameSync();
if (_needRestart) {
doRestart();
_needRestart = false;
}
static std::chrono::steady_clock::time_point prevTime;
static std::chrono::steady_clock::time_point now;
static float dt = 0.F;
static double dtNS = NANOSECONDS_60FPS;
++_totalFrames;
// iOS/macOS use its own fps limitation algorithm.
// Windows for Editor should not sleep,because Editor call tick function synchronously
#if (CC_PLATFORM == CC_PLATFORM_ANDROID || (CC_PLATFORM == CC_PLATFORM_WINDOWS && !CC_EDITOR) || CC_PLATFORM == CC_PLATFORM_OHOS || CC_PLATFORM == CC_PLATFORM_OPENHARMONY || CC_PLATFORM == CC_PLATFORM_MACOS)
if (dtNS < static_cast<double>(_preferredNanosecondsPerFrame)) {
CC_PROFILE(EngineSleep);
std::this_thread::sleep_for(
std::chrono::nanoseconds(_preferredNanosecondsPerFrame - static_cast<int64_t>(dtNS)));
dtNS = static_cast<double>(_preferredNanosecondsPerFrame);
}
#endif
events::BeforeTick::broadcast();
prevTime = std::chrono::steady_clock::now();
if (_xr) _xr->beginRenderFrame();
_scheduler->update(dt);
se::ScriptEngine::getInstance()->handlePromiseExceptions();
events::Tick::broadcast(dt);
se::ScriptEngine::getInstance()->mainLoopUpdate();
cc::DeferredReleasePool::clear();
if (_xr) _xr->endRenderFrame();
now = std::chrono::steady_clock::now();
dtNS = dtNS * 0.1 + 0.9 * static_cast<double>(std::chrono::duration_cast<std::chrono::nanoseconds>(now - prevTime).count());
dt = static_cast<float>(dtNS) / NANOSECONDS_PER_SECOND;
events::AfterTick::broadcast();
}
CC_PROFILER_END_FRAME;
}
void Engine::doRestart() {
events::RestartVM::broadcast();
destroy();
CC_CURRENT_APPLICATION()->init();
}
Engine::SchedulerPtr Engine::getScheduler() const {
return _scheduler;
}
bool Engine::redirectWindowEvent(const WindowEvent &ev) {
bool isHandled = false;
if (ev.type == WindowEvent::Type::SHOW ||
ev.type == WindowEvent::Type::RESTORED) {
emit<EngineStatusChange>(ON_RESUME);
#if CC_PLATFORM == CC_PLATFORM_WINDOWS
events::WindowRecreated::broadcast(ev.windowId);
#endif
events::EnterForeground::broadcast();
isHandled = true;
} else if (ev.type == WindowEvent::Type::SIZE_CHANGED ||
ev.type == WindowEvent::Type::RESIZED) {
auto *w = CC_GET_SYSTEM_WINDOW(ev.windowId);
CC_ASSERT(w);
w->setViewSize(ev.width, ev.height);
// Because the ts layer calls the getviewsize interface in response to resize.
// So we need to set the view size when sending the message.
events::Resize::broadcast(ev.width, ev.height, ev.windowId);
isHandled = true;
} else if (ev.type == WindowEvent::Type::HIDDEN ||
ev.type == WindowEvent::Type::MINIMIZED) {
emit<EngineStatusChange>(ON_PAUSE);
#if CC_PLATFORM == CC_PLATFORM_WINDOWS
events::WindowDestroy::broadcast(ev.windowId);
#endif
events::EnterBackground::broadcast();
isHandled = true;
} else if (ev.type == WindowEvent::Type::CLOSE) {
emit<EngineStatusChange>(ON_CLOSE);
events::Close::broadcast();
// Increase the frame rate and get the program to exit as quickly as possible
setPreferredFramesPerSecond(1000);
isHandled = true;
} else if (ev.type == WindowEvent::Type::QUIT) {
// There is no need to process the quit message,
// the quit message is a custom message for the application
isHandled = true;
}
return isHandled;
}
} // namespace cc