Extract GameEngine::doFrame() for Emscripten callback support

Refactors the main game loop to support both:
- Desktop: traditional blocking while(running) loop
- Browser: emscripten_set_main_loop_arg() callback (build-time conditional)

Changes:
- Add doFrame() method containing single-frame update logic
- Add isRunning() accessor for Emscripten callback
- run() now conditionally uses #ifdef __EMSCRIPTEN__ for loop selection
- Add emscriptenMainLoopCallback() static function

This is a prerequisite for Emscripten builds - browsers require
cooperative multitasking with callback-based frame updates.

Both normal and headless builds verified working.

Contributes to #158

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
John McCardle 2026-01-30 23:51:35 -05:00
commit 8b6eb1e7ae
3 changed files with 193 additions and 137 deletions

View file

@ -725,7 +725,32 @@ grid = mcrfpy.Grid(grid_size=(10,10)) # ✅
### Remaining Steps for Emscripten ### Remaining Steps for Emscripten
1. **Main loop extraction** - Extract `GameEngine::doFrame()` for callback-based loop 1. ✅ **Main loop extraction** - `GameEngine::doFrame()` extracted with Emscripten callback support
- `run()` now uses `#ifdef __EMSCRIPTEN__` to choose between callback and blocking loop
- `emscripten_set_main_loop_arg()` integration ready
2. **Emscripten toolchain** - Add CMake toolchain file for emcc 2. **Emscripten toolchain** - Add CMake toolchain file for emcc
3. **VRSFML integration** - Replace stubs with actual WebGL rendering 3. **VRSFML integration** - Replace stubs with actual WebGL rendering
4. **Python-in-WASM** - Test CPython/Pyodide integration (highest risk) 4. **Python-in-WASM** - Test CPython/Pyodide integration (highest risk)
### Main Loop Architecture
The game loop now supports both desktop (blocking) and browser (callback) modes:
```cpp
// GameEngine::run() - build-time conditional
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop_arg(emscriptenMainLoopCallback, this, 0, 1);
#else
while (running) { doFrame(); }
#endif
// GameEngine::doFrame() - same code runs in both modes
void GameEngine::doFrame() {
metrics.resetPerFrame();
currentScene()->update();
testTimers();
// ... animations, input, rendering ...
currentFrame++;
frameTime = clock.restart().asSeconds();
}
```

View file

@ -295,149 +295,37 @@ void GameEngine::setWindowScale(float multiplier)
} }
} }
// Emscripten callback support
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
// Static callback for emscripten_set_main_loop_arg
static void emscriptenMainLoopCallback(void* arg) {
GameEngine* engine = static_cast<GameEngine*>(arg);
if (!engine->isRunning()) {
emscripten_cancel_main_loop();
engine->cleanup();
return;
}
engine->doFrame();
}
#endif
void GameEngine::run() void GameEngine::run()
{ {
//std::cout << "GameEngine::run() starting main loop..." << std::endl; //std::cout << "GameEngine::run() starting main loop..." << std::endl;
float fps = 0.0;
frameTime = 0.016f; // Initialize to ~60 FPS frameTime = 0.016f; // Initialize to ~60 FPS
clock.restart(); clock.restart();
#ifdef __EMSCRIPTEN__
// Browser: use callback-based loop (non-blocking)
// 0 = use requestAnimationFrame, 1 = simulate infinite loop
emscripten_set_main_loop_arg(emscriptenMainLoopCallback, this, 0, 1);
#else
// Desktop: traditional blocking loop
while (running) while (running)
{ {
// Reset per-frame metrics doFrame();
metrics.resetPerFrame();
currentScene()->update();
testTimers();
// Update Python scenes
{
ScopedTimer pyTimer(metrics.pythonScriptTime);
McRFPy_API::updatePythonScenes(frameTime);
}
// Update animations (only if frameTime is valid)
if (frameTime > 0.0f && frameTime < 1.0f) {
ScopedTimer animTimer(metrics.animationTime);
AnimationManager::getInstance().update(frameTime);
}
if (!headless) {
sUserInput();
#ifndef MCRF_HEADLESS
// Update ImGui
if (imguiInitialized) {
ImGui::SFML::Update(*window, clock.getElapsedTime());
}
#endif
}
if (!paused)
{
}
// Handle scene transitions
if (transition.type != TransitionType::None)
{
transition.update(frameTime);
if (transition.isComplete())
{
// Transition complete - finalize scene change
scene = transition.toScene;
transition.type = TransitionType::None;
// Trigger Python scene lifecycle events
McRFPy_API::triggerSceneChange(transition.fromScene, transition.toScene);
}
else
{
// Render transition
render_target->clear();
transition.render(*render_target);
}
}
else
{
// Normal scene rendering
currentScene()->render();
}
// Update and render profiler overlay (if enabled)
if (profilerOverlay && !headless) {
profilerOverlay->update(metrics);
profilerOverlay->render(*render_target);
}
#ifndef MCRF_HEADLESS
// Render ImGui overlays (console and scene explorer)
if (imguiInitialized && !headless) {
console.render();
sceneExplorer.render(*this);
ImGui::SFML::Render(*window);
}
#endif
// Record work time before display (which may block for vsync/framerate limit)
metrics.workTime = clock.getElapsedTime().asSeconds() * 1000.0f;
// Display the frame
// #219 - Release GIL during display() to allow background threads to run
if (headless) {
Py_BEGIN_ALLOW_THREADS
headless_renderer->display();
Py_END_ALLOW_THREADS
// Take screenshot if requested
if (config.take_screenshot) {
headless_renderer->saveScreenshot(config.screenshot_path.empty() ? "screenshot.png" : config.screenshot_path);
config.take_screenshot = false; // Only take one screenshot
}
} else {
Py_BEGIN_ALLOW_THREADS
window->display();
Py_END_ALLOW_THREADS
}
// #219 - Safe window for background threads to modify UI
// This runs AFTER display() but BEFORE the next frame's processing
if (frameLock.hasWaiting()) {
frameLock.openWindow();
// Release GIL so waiting threads can proceed with their mcrfpy.lock() blocks
Py_BEGIN_ALLOW_THREADS
frameLock.closeWindow(); // Wait for all lock holders to complete
Py_END_ALLOW_THREADS
}
currentFrame++;
frameTime = clock.restart().asSeconds();
fps = 1 / frameTime;
// Update profiling metrics
metrics.updateFrameTime(frameTime * 1000.0f); // Convert to milliseconds
// Record frame data for benchmark logging (if running)
g_benchmarkLogger.recordFrame(metrics);
int whole_fps = metrics.fps;
int tenth_fps = (metrics.fps * 10) % 10;
if (!headless && window) {
window->setTitle(window_title);
}
// In windowed mode, check if window was closed
if (!headless && window && !window->isOpen()) {
running = false;
}
// In headless exec mode, auto-exit when no timers remain
if (config.auto_exit_after_exec && timers.empty()) {
running = false;
}
// Check if a Python exception has signaled exit
if (McRFPy_API::shouldExit()) {
running = false;
}
} }
// Clean up before exiting the run loop // Clean up before exiting the run loop
@ -447,6 +335,147 @@ void GameEngine::run()
// This is a pragmatic workaround - proper cleanup would require careful // This is a pragmatic workaround - proper cleanup would require careful
// attention to shared_ptr cycles and Python GC interaction // attention to shared_ptr cycles and Python GC interaction
std::_Exit(0); std::_Exit(0);
#endif
}
void GameEngine::doFrame()
{
// Reset per-frame metrics
metrics.resetPerFrame();
currentScene()->update();
testTimers();
// Update Python scenes
{
ScopedTimer pyTimer(metrics.pythonScriptTime);
McRFPy_API::updatePythonScenes(frameTime);
}
// Update animations (only if frameTime is valid)
if (frameTime > 0.0f && frameTime < 1.0f) {
ScopedTimer animTimer(metrics.animationTime);
AnimationManager::getInstance().update(frameTime);
}
if (!headless) {
sUserInput();
#ifndef MCRF_HEADLESS
// Update ImGui
if (imguiInitialized) {
ImGui::SFML::Update(*window, clock.getElapsedTime());
}
#endif
}
if (!paused)
{
}
// Handle scene transitions
if (transition.type != TransitionType::None)
{
transition.update(frameTime);
if (transition.isComplete())
{
// Transition complete - finalize scene change
scene = transition.toScene;
transition.type = TransitionType::None;
// Trigger Python scene lifecycle events
McRFPy_API::triggerSceneChange(transition.fromScene, transition.toScene);
}
else
{
// Render transition
render_target->clear();
transition.render(*render_target);
}
}
else
{
// Normal scene rendering
currentScene()->render();
}
// Update and render profiler overlay (if enabled)
if (profilerOverlay && !headless) {
profilerOverlay->update(metrics);
profilerOverlay->render(*render_target);
}
#ifndef MCRF_HEADLESS
// Render ImGui overlays (console and scene explorer)
if (imguiInitialized && !headless) {
console.render();
sceneExplorer.render(*this);
ImGui::SFML::Render(*window);
}
#endif
// Record work time before display (which may block for vsync/framerate limit)
metrics.workTime = clock.getElapsedTime().asSeconds() * 1000.0f;
// Display the frame
// #219 - Release GIL during display() to allow background threads to run
if (headless) {
Py_BEGIN_ALLOW_THREADS
headless_renderer->display();
Py_END_ALLOW_THREADS
// Take screenshot if requested
if (config.take_screenshot) {
headless_renderer->saveScreenshot(config.screenshot_path.empty() ? "screenshot.png" : config.screenshot_path);
config.take_screenshot = false; // Only take one screenshot
}
} else {
Py_BEGIN_ALLOW_THREADS
window->display();
Py_END_ALLOW_THREADS
}
// #219 - Safe window for background threads to modify UI
// This runs AFTER display() but BEFORE the next frame's processing
if (frameLock.hasWaiting()) {
frameLock.openWindow();
// Release GIL so waiting threads can proceed with their mcrfpy.lock() blocks
Py_BEGIN_ALLOW_THREADS
frameLock.closeWindow(); // Wait for all lock holders to complete
Py_END_ALLOW_THREADS
}
currentFrame++;
frameTime = clock.restart().asSeconds();
float fps = 1 / frameTime;
// Update profiling metrics
metrics.updateFrameTime(frameTime * 1000.0f); // Convert to milliseconds
// Record frame data for benchmark logging (if running)
g_benchmarkLogger.recordFrame(metrics);
int whole_fps = metrics.fps;
int tenth_fps = (metrics.fps * 10) % 10;
(void)whole_fps; (void)tenth_fps; (void)fps; // Suppress unused variable warnings
if (!headless && window) {
window->setTitle(window_title);
}
// In windowed mode, check if window was closed
if (!headless && window && !window->isOpen()) {
running = false;
}
// In headless exec mode, auto-exit when no timers remain
if (config.auto_exit_after_exec && timers.empty()) {
running = false;
}
// Check if a Python exception has signaled exit
if (McRFPy_API::shouldExit()) {
running = false;
}
} }
std::shared_ptr<Timer> GameEngine::getTimer(const std::string& name) std::shared_ptr<Timer> GameEngine::getTimer(const std::string& name)

View file

@ -235,6 +235,8 @@ public:
sf::RenderTarget & getRenderTarget(); sf::RenderTarget & getRenderTarget();
sf::RenderTarget* getRenderTargetPtr() { return render_target; } sf::RenderTarget* getRenderTargetPtr() { return render_target; }
void run(); void run();
void doFrame(); // Single frame update - extracted for Emscripten callback support
bool isRunning() const { return running; } // Check if engine should continue running
void sUserInput(); void sUserInput();
void cleanup(); // Clean up Python references before destruction void cleanup(); // Clean up Python references before destruction
void executeStartupScripts(); // Execute --exec scripts (called once after final engine setup) void executeStartupScripts(); // Execute --exec scripts (called once after final engine setup)