mirror of
https://github.com/ioquake/ioq3.git
synced 2024-11-09 23:01:51 +00:00
Customize the web client HTML file
Modify the client HTML file when copying it to the build directory to apply current CLIENTBIN and BASEGAME. It always loads engine/data from the current directory (no need to try to locate the build directory).
This commit is contained in:
parent
e6c0776d98
commit
8365ea7ed2
4 changed files with 111 additions and 78 deletions
14
Makefile
14
Makefile
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@ -291,6 +291,7 @@ LIBTOMCRYPTSRCDIR=$(AUTOUPDATERSRCDIR)/rsa_tools/libtomcrypt-1.17
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TOMSFASTMATHSRCDIR=$(AUTOUPDATERSRCDIR)/rsa_tools/tomsfastmath-0.13.1
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LOKISETUPDIR=misc/setup
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NSISDIR=misc/nsis
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WEBDIR=$(MOUNT_DIR)/web
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SDLHDIR=$(MOUNT_DIR)/SDL2
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LIBSDIR=$(MOUNT_DIR)/libs
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@ -1069,8 +1070,6 @@ ifeq ($(PLATFORM),emscripten)
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BUILD_RENDERER_OPENGL1=0
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BUILD_SERVER=0
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CLIENT_EXTRA_FILES+=code/web/ioquake3.html
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CLIENT_CFLAGS+=-s USE_SDL=2
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CLIENT_LDFLAGS+=-s TOTAL_MEMORY=256MB
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@ -1231,6 +1230,8 @@ ifeq ($(PLATFORM),emscripten)
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endif
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ifneq ($(BUILD_CLIENT),0)
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TARGETS += $(B)/$(CLIENTBIN).html
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ifneq ($(USE_RENDERER_DLOPEN),0)
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GENERATEDTARGETS += $(B)/$(CLIENTBIN).$(ARCH).wasm
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ifeq ($(EMSCRIPTEN_PRELOAD_FILE),1)
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@ -3086,6 +3087,15 @@ $(B)/$(MISSIONPACK)/qcommon/%.asm: $(CMDIR)/%.c $(Q3LCC)
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$(DO_Q3LCC_MISSIONPACK)
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#############################################################################
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# EMSCRIPTEN
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#############################################################################
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$(B)/$(CLIENTBIN).html: $(WEBDIR)/client.html
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$(echo_cmd) "SED $@"
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$(Q)sed 's/__CLIENTBIN__/$(CLIENTBIN)/g;s/__BASEGAME__/$(BASEGAME)/g' < $< > $@
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#############################################################################
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# MISC
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#############################################################################
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@ -102,16 +102,14 @@ For macOS, building a Universal Binary 2 (macOS 10.9+, arm64, x86_64)
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For Web, building with Emscripten
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1. Follow the installation instructions for the Emscripten SDK including
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setting up the environment with emsdk_env.
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2. Run `emmake make debug` (or release, but if you do both then you will
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need to pass an extra URL parameter to the HTML file to select the
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build you want).
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2. Run `emmake make debug` (or release).
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3. Copy or symlink your baseq3 pk3 files into the `build/debug-emscripten-wasm32/baseq3`
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directory so they can be loaded at run-time. Only game files listed in
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`ioq3-config.json` will be loaded.
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4. Start a web server serving this directory. `python3 -m http.server`
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is an easy default that you may already have installed.
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5. Open `code/web/ioquake3.html` in a web browser. Open the developer
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console to see errors and warnings.
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5. Open `http://localhost:8000/build/debug-emscripten-wasm32/ioquake3.html`
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in a web browser. Open the developer console to see errors and warnings.
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6. Debugging the C code is possible using a Chrome extension. For details
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see https://developer.chrome.com/blog/wasm-debugging-2020
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96
code/web/client.html
Normal file
96
code/web/client.html
Normal file
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@ -0,0 +1,96 @@
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<!DOCTYPE html><meta charset="utf-8"><meta name="viewport" content="width=device-width, initial-scale=1">
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<title>__CLIENTBIN__ Emscripten demo</title>
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<style>
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html, body { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; background: rgb(0, 0, 0); display:flex; align-items: center; justify-content: center; }
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canvas { max-width: 100%; max-height: 100%; min-width: 100%; min-height: 100%; object-fit: contain; }
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</style>
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<canvas id=canvas></canvas>
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<script type=module>
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// These strings are set in the generated HTML file in the build directory.
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let CLIENTBIN = '__CLIENTBIN__';
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let BASEGAME = '__BASEGAME__';
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// Detect if it's not the generated HTML file.
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let clientHtmlFallback = (CLIENTBIN === '\_\_CLIENTBIN\_\_');
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// Path or URL containing the client engine .js, .wasm, and possibly .data.
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let enginePath = './';
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// Path or URL containing fs_game directories.
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let dataPath = './';
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// Path or URL for config file that specifies the files to load for each fs_game.
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let configFilename = './ioq3-config.json';
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// If displaying the unmodified HTML file, fallback to defaults.
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if (clientHtmlFallback) {
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CLIENTBIN='ioquake3';
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BASEGAME='baseq3';
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}
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if (window.location.protocol === 'file:') throw new Error(`Unfortunately browser security restrictions prevent loading wasm from a file: URL. This file must be loaded from a web server. The easiest way to do this is probably to use Python\'s built-in web server by running \`python3 -m http.server\` in the top level source directory and then navigate to http://localhost:8000/build/debug-emscripten-wasm32/${CLIENTBIN}.html`);
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// First set up the command line arguments and the Emscripten filesystem.
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const urlParams = new URLSearchParams(window.location.search);
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const basegame = urlParams.get('basegame') || BASEGAME;
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let generatedArguments = `
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+set sv_pure 0
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+set net_enabled 0
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+set r_mode -2
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+set fs_game ${basegame}
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`;
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// Note that unfortunately "+" needs to be encoded as "%2b" in URL query strings or it will be stripped by the browser.
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const queryArgs = urlParams.get('args');
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if (queryArgs) generatedArguments += ` ${queryArgs} `;
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// If displaying the unmodified HTML file, the engine and data are probably located in a different directory.
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if (clientHtmlFallback) {
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// If buildPath is not specified, try to find a build in one of a few default paths.
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let buildPath = urlParams.get('buildPath');
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if (buildPath && !buildPath.endsWith('/')) buildPath += '/';
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const buildPaths = buildPath ? [buildPath] : ['../../build/debug-emscripten-wasm32/', '../../build/release-emscripten-wasm32/', './'];
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const scriptPaths = buildPaths.map(buildPath => buildPath + `${CLIENTBIN}_opengl2.wasm32.js`);
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const scriptResponses = await Promise.all(scriptPaths.map(p => fetch(p, {method: 'HEAD'})));
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const validBuilds = scriptResponses.filter(r => r.ok).length;
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const goodURL = (newPath) => {
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const url = new URL(window.location);
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url.searchParams.set('buildPath', newPath);
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return url.toString().replace(/%2f/gi, '/');
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};
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if (validBuilds === 0) throw new Error(`Didn't find any wasm builds. Run \`emmake make debug\` to build one, or use the buildPath query parameter to specify a directory containing ${CLIENTBIN}_opengl2.wasm32.[js,wasm,data], e.g. ${goodURL('../../build/debug-emscripten-wasm32/')}`);
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if (validBuilds > 1) throw new Error(`Found multiple valid builds at the following paths: [${buildPaths.filter((path, i)=>scriptResponses[i].ok)}]. Please specify which one to run by adding a buildPath query parameter to the URL, e.g. ${goodURL(buildPaths.filter((path, i)=>scriptResponses[i].ok)[0])}`);
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const buildIndex = scriptResponses.findIndex(r => r.ok);
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enginePath = buildPaths[buildIndex];
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dataPath = buildPaths[buildIndex];
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configFilename = dataPath + 'ioq3-config.json';
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}
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const dataURL = new URL(dataPath, location.origin + location.pathname);
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const configPromise = fetch(configFilename).then(r => r.ok ? r.json() : {files: []});
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const ioquake3 = (await import(enginePath + `${CLIENTBIN}_opengl2.wasm32.js`)).default;
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ioquake3({
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canvas: canvas,
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arguments: generatedArguments.trim().split(/\s+/),
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locateFile: (file) => enginePath + file,
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preRun: [async (module) => {
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module.addRunDependency('setup-ioq3-filesystem');
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try {
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const config = await configPromise;
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const fetches = config.files.map(file => fetch(new URL(file.src, dataURL)));
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for (let i = 0; i < config.files.length; i++) {
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const response = await fetches[i];
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if (!response.ok) continue;
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const data = await response.arrayBuffer();
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let name = config.files[i].src.match(/[^/]+$/)[0];
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let dir = config.files[i].dst;
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module.FS.mkdirTree(dir);
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module.FS.writeFile(`${dir}/${name}`, new Uint8Array(data));
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}
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} finally {
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module.removeRunDependency('setup-ioq3-filesystem');
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}
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}],
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});
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</script>
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@ -1,71 +0,0 @@
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<!DOCTYPE html><meta charset="utf-8"><meta name="viewport" content="width=device-width, initial-scale=1">
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<title>ioquake3 Emscripten demo</title>
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<style>
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html, body { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; background: rgb(0, 0, 0); display:flex; align-items: center; justify-content: center; }
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canvas { max-width: 100%; max-height: 100%; min-width: 100%; min-height: 100%; object-fit: contain; }
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</style>
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<canvas id=canvas></canvas>
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<script type=module>
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if (window.location.protocol === 'file:') throw new Error('Unfortunately browser security restrictions prevent loading wasm from a file: URL. This file must be loaded from a web server. The easiest way to do this is probably to use Python\'s built-in web server by running `python3 -m http.server` in the top level ioq3 directory and then navigating to http://localhost:8000/code/web/ioquake3.html');
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// First set up the command line arguments and the Emscripten filesystem.
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const urlParams = new URLSearchParams(window.location.search);
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const basegame = urlParams.get('basegame') || 'baseq3';
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let generatedArguments = `
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+set sv_pure 0
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+set net_enabled 0
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+set r_mode -2
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+set fs_game ${basegame}
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`;
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// Note that unfortunately "+" needs to be encoded as "%2b" in URL query strings or it will be stripped by the browser.
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const queryArgs = urlParams.get('args');
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if (queryArgs) generatedArguments += ` ${queryArgs} `;
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// If buildPath is not specified, try to find a build in one of a few default paths.
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let buildPath = urlParams.get('buildPath');
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if (buildPath && !buildPath.endsWith('/')) buildPath += '/';
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const buildPaths = buildPath ? [buildPath] : ['../../build/debug-emscripten-wasm32/', '../../build/release-emscripten-wasm32/', './'];
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const scriptPaths = buildPaths.map(buildPath => buildPath + 'ioquake3_opengl2.wasm32.js');
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const scriptResponses = await Promise.all(scriptPaths.map(p => fetch(p, {method: 'HEAD'})));
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const validBuilds = scriptResponses.filter(r => r.ok).length;
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const goodURL = (newPath) => {
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const url = new URL(window.location);
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url.searchParams.set('buildPath', newPath);
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return url.toString().replace(/%2f/gi, '/');
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};
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if (validBuilds === 0) throw new Error(`Didn't find any wasm builds. Run \`emmake make debug\` to build one, or use the buildPath query parameter to specify a directory containing ioquake3_opengl2.wasm32.[js,wasm,data], e.g. ${goodURL('../../build/debug-emscripten-wasm32/')}`);
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if (validBuilds > 1) throw new Error(`Found multiple valid builds at the following paths: [${buildPaths.filter((path, i)=>scriptResponses[i].ok)}]. Please specify which one to run by adding a buildPath query parameter to the URL, e.g. ${goodURL(buildPaths.filter((path, i)=>scriptResponses[i].ok)[0])}`);
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const buildIndex = scriptResponses.findIndex(r => r.ok);
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const selectedScript = scriptPaths[buildIndex];
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buildPath = buildPaths[buildIndex];
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const buildURL = new URL(buildPath, location.origin + location.pathname);
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const configPromise = fetch(buildPath + 'ioq3-config.json').then(r => r.ok ? r.json() : {files: []});
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const ioquake3 = (await import(selectedScript)).default;
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ioquake3({
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canvas: canvas,
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arguments: generatedArguments.trim().split(/\s+/),
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locateFile: (file) => buildPath + file,
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preRun: [async (module) => {
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module.addRunDependency('setup-ioq3-filesystem');
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try {
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const config = await configPromise;
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const fetches = config.files.map(file => fetch(new URL(file.src, buildURL)));
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for (let i = 0; i < config.files.length; i++) {
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const response = await fetches[i];
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if (!response.ok) continue;
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const data = await response.arrayBuffer();
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let name = config.files[i].src.match(/[^/]+$/)[0];
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let dir = config.files[i].dst;
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module.FS.mkdirTree(dir);
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module.FS.writeFile(`${dir}/${name}`, new Uint8Array(data));
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}
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} finally {
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module.removeRunDependency('setup-ioq3-filesystem');
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}
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}],
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});
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</script>
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