Update documentation about HTML5 exporting and compiling (#4454)

* Improve the Exporting for the Web section.

Add "Export Type" options (threads, gdnative, regular).
Add warnings about "secure contexts" limitations.
Mentions threads and GDNative requirements.
Mention WebRTC as a networking API.
General refactor.

* Update compiling for the Web.

Bump emscripten requirements, mention threads, gdnative and editor
build.
This commit is contained in:
Fabio Alessandrelli
2021-01-04 16:56:26 +01:00
committed by GitHub
parent 01f137830e
commit 912cf15fec
2 changed files with 153 additions and 77 deletions
+47 -27
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@@ -10,7 +10,7 @@ Requirements
To compile export templates for the Web, the following is required:
- `Emscripten 1.39.0+ <https://emscripten.org>`__.
- `Emscripten 1.39.9+ <https://emscripten.org>`__.
- `Python 3.5+ <https://www.python.org/>`__.
- `SCons 3.0+ <https://www.scons.org>`__ build system.
@@ -20,16 +20,9 @@ To compile export templates for the Web, the following is required:
Building export templates
-------------------------
Before starting, confirm that the Emscripten configuration file exists and
specifies all settings correctly. This file is available as ``~/.emscripten``
on UNIX-like systems and ``%USERPROFILE%\.emscripten`` on Windows. It's usually
written by the Emscripten SDK, e.g. when invoking ``emsdk activate latest``,
or by your package manager. It's also created when starting Emscripten's
``emcc`` program if the file doesn't exist.
.. attention:: On Windows, make sure to escape backslashes of paths within the Emscripten
configuration file as double backslashes ``\\`` or use Unix-style paths with a
single forward slash ``/``.
Before starting, confirm that ``emcc`` is available in your PATH. This is
usually configured by the Emscripten SDK, e.g. when invoking ``emsdk activate``
and ``source ./emsdk_env.sh``/``emsdk_env.bat``.
Open a terminal and navigate to the root directory of the engine source code.
Then instruct SCons to build the JavaScript platform. Specify ``target`` as
@@ -60,22 +53,49 @@ And ``webassembly_debug.zip`` for the debug template::
mv bin/godot.javascript.opt.debug.zip bin/webassembly_debug.zip
Building per asm.js translation or LLVM backend
-----------------------------------------------
Threads and GDNative
--------------------
WebAssembly can be compiled in two ways: The default is to first compile to
asm.js, a highly optimizable subset of JavaScript, using Emscripten's
*fastcomp* fork of LLVM. This code is then translated to WebAssembly using a
tool called ``asm2wasm``. Emscripten automatically takes care of both
processes, we simply run SCons.
The default export templates do not include threads and GDNative support for
performance and compatibility reasons. See the
:ref:`export page <doc_javascript_export_options>` for more info.
The other method uses LLVM's WebAssembly backend. This backend is available
starting with LLVM 8 or in development builds.
Emscripten manages this process as well, so we just invoke SCons.
You can build the export templates using the option ``threads_enabled=yes`` or
``gdnative_enabled=yes`` to enable threads or GDNative support::
In order to choose one of the two methods, the ``LLVM_ROOT`` variable in the
Emscripten configuration file is used. If it points to a directory containing
binaries of Emscripten's *fastcomp* fork of clang, ``asm2wasm`` is used.
This is the default in a normal Emscripten installation. Otherwise,
LLVM binaries built with the WebAssembly backend will be expected and
the LLVM's WebAssembly backend is used.
scons platform=javascript tools=no threads_enabled=yes target=release
scons platform=javascript tools=no threads_enabled=yes target=release_debug
scons platform=javascript tools=no gdnative_enabled=yes target=release
scons platform=javascript tools=no gdnative_enabled=yes target=release_debug
Once finished, the resulting file will be placed in the ``bin`` subdirectory.
Its name will have either the ``.threads`` or ``.gdnative`` suffix.
Finally, rename the zip archives to ``webassembly_release_threads.zip`` and
``webassembly_release_gdnative.zip`` for the release template::
mv bin/godot.javascript.opt.threads.zip bin/webassembly_threads_release.zip
mv bin/godot.javascript.opt.gdnative.zip bin/webassembly_gdnative_release.zip
And ``webassembly_debug_threads.zip`` and ``webassembly_debug_gdnative.zip`` for
the debug template::
mv bin/godot.javascript.opt.debug.threads.zip bin/webassembly_threads_debug.zip
mv bin/godot.javascript.opt.debug.gdnative.zip bin/webassembly_gdnative_debugzip
Building the editor
-------------------
It is also possible to build a version of the Godot editor that can run in the
browser. The editor version requires threads support and is not recommended
over the native build. You can build the editor with::
scons platform=javascript tools=yes threads_enabled=yes target=release_debug
Once finished, the resulting file will be placed in the ``bin`` subdirectory.
Its name will be ``godot.javascript.opt.tools.threads.zip``. You can upload the
zip content to your web server and visit it with your browser to use the editor.
Refer to the :ref:`export page <doc_javascript_export_options>` for the web
server requirements.
+106 -50
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@@ -12,16 +12,7 @@ in the user's browser.
with :kbd:`F12`, to view **debug information** like JavaScript,
engine, and WebGL errors.
.. attention:: Many browsers, including Firefox and Chromium-based browsers,
will not load exported projects when **opened locally** per
``file://`` protocol. To get around this, use a local server.
.. tip:: Python offers an easy method to start a local server.
Use ``python -m http.server 8000 --bind 127.0.0.1`` with Python 3 to serve the
current working directory at ``http://localhost:8000``.
`Refer to MDN for additional information <https://developer.mozilla.org/en-US/docs/Learn/Common_questions/set_up_a_local_testing_server>`__.
.. attention:: `There are significant bugs when running HTML5 projects on iOS <https://github.com/godotengine/godot/issues/26554>`__
.. attention:: `There are significant bugs when running HTML5 projects on iOS <https://github.com/godotengine/godot/issues?q=is:issue+is:open+label:platform:html5+ios>`__
(regardless of the browser). We recommend using
:ref:`iOS' native export functionality <doc_exporting_for_ios>`
instead, as it will also result in better performance.
@@ -42,6 +33,43 @@ WebKit (i.e. Safari), so they will also not work.
Godot's WebGL 2 renderer has issues with 3D and is no longer maintained.
.. _doc_javascript_export_options:
Export options
--------------
If a runnable web export template is available, a button appears between the
*Stop scene* and *Play edited Scene* buttons in the editor to quickly open the
game in the default browser for testing.
You can choose the **Export Type** to select which features will be available:
- *Regular*: is the most compatible across browsers, will not support threads, nor GDNative.
- *Threads*: will require the browser to support `SharedArrayBuffer <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/SharedArrayBuffer>`__
- *GDNative*: enables GDNative support but makes the binary bigger and slower to load.
If you plan to use :ref:`VRAM compression <doc_import_images>` make sure that
**Vram Texture Compression** is enabled for the targeted platforms (enabling
both **For Desktop** and **For Mobile** will result in a bigger, but more
compatible export).
If a path to a **Custom HTML shell** file is given, it will be used instead of
the default HTML page. See :ref:`doc_customizing_html5_shell`.
**Head Include** is appended into the ``<head>`` element of the generated
HTML page. This allows to, for example, load webfonts and third-party
JavaScript APIs, include CSS, or run JavaScript code.
.. important:: Each project must generate their own HTML file. On export,
several text placeholders are replaced in the generated HTML
file specifically for the given export options. Any direct
modifications to that HTML file will be lost in future exports.
To customize the generated file, use the **Custom HTML shell**
option.
.. warning:: **Export types** other then *Regular* are not yet supported by the
C# version.
Limitations
-----------
@@ -49,6 +77,19 @@ For security and privacy reasons, many features that work effortlessly on
native platforms are more complicated on the web platform. Following is a list
of limitations you should be aware of when porting a Godot game to the web.
.. _doc_javascript_secure_contexts:
.. important:: Browser vendors are making more and more functionalities only
available in `secure contexts <https://developer.mozilla.org/en-US/docs/Web/Security/Secure_Contexts>`_,
this means that such features are only be available if the web
page is served via a secure HTTPS connection (localhost is
usually exempt from such requirement).
.. tip:: Check the `list of open HTML5 issues on GitHub
<https://github.com/godotengine/godot/issues?q=is:open+is:issue+label:platform:html5>`__
to see if the functionality you're interested in has an issue yet. If
not, open one to communicate your interest.
Using cookies for data persistence
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -61,6 +102,26 @@ The method ``OS.is_userfs_persistent()`` can be used to check if the
``user://`` file system is persistent, but can give false positives in some
cases.
Threads
~~~~~~~
As mentioned :ref:`above <doc_javascript_export_options>` multi-threading is
only available if the appropriate **Export Type** is set and support for it
across browsers is still limited.
.. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
Browsers are also starting to require that the web page is served with specific
`cross-origin isolation headers <https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/Cross-Origin-Embedder-Policy>`__.
GDNative
~~~~~~~~
As mentioned :ref:`above <doc_javascript_export_options>` GDNative is only
available if the appropriate **Export Type** is set.
The export will also copy the required GDNative ``.wasm`` files to the output
folder (and must be uploaded to your server along with your game).
Full screen and mouse capture
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -75,8 +136,8 @@ For the same reason, the full screen project setting doesn't work unless the
engine is started from within a valid input event handler. This requires
:ref:`customization of the HTML page <doc_customizing_html5_shell>`.
Audio autoplay
~~~~~~~~~~~~~~
Audio
~~~~~
Chrome restricts how websites may play audio. It may be necessary for the
player to click or tap or press a key to enable audio.
@@ -84,10 +145,20 @@ player to click or tap or press a key to enable audio.
.. seealso:: Google offers additional information about their `Web Audio autoplay
policies <https://sites.google.com/a/chromium.org/dev/audio-video/autoplay>`__.
:ref:`class_HTTPClient` and :ref:`class_HTTPRequest`
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. warning:: Access to microphone requires a
:ref:`secure context <doc_javascript_secure_contexts>`.
The HTTP classes have several restrictions on the HTML5 platform:
Networking
~~~~~~~~~~
Low level networking is not implemented due to lacking support in browsers.
Currently, only :ref:`HTTP client <doc_http_client_class>`,
:ref:`HTTP requests <doc_http_request_class>`,
:ref:`WebSocket (client) <doc_websocket>` and :ref:`WebRTC <doc_webrtc>` are
supported.
The HTTP classes also have several restrictions on the HTML5 platform:
- Accessing or changing the ``StreamPeer`` is not possible
- Threaded/Blocking mode is not available
@@ -96,11 +167,26 @@ The HTTP classes have several restrictions on the HTML5 platform:
- Host verification cannot be disabled
- Subject to `same-origin policy <https://developer.mozilla.org/en-US/docs/Web/Security/Same-origin_policy>`__
Exported ``.html`` file must not be reused
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Clipboard
~~~~~~~~~
Each project must generate their own HTML file. On export, several text placeholders are replaced in the **generated HTML
file** specifically for the given export options. Any direct modifications to the **generated HTML file** will be lost in future exports. To customize the generated file, see :ref:`doc_customizing_html5_shell`.
Clipboard synchronization between engine and the operating system requires a
browser supporting the `Clipboard API <https://developer.mozilla.org/en-US/docs/Web/API/Clipboard_API>`__,
additionally, due to the API asynchronous nature might not be reliable when
accessed from GDScript.
.. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
Gamepads
~~~~~~~~
Gamepads will not be detected until one of their button is pressed. Gamepads
might have the wrong mapping depending on the browser/OS/gamepad combination,
sadly the `Gamepad API <https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API>`__
does not provide a reliable way to detect the gamepad information necessary
to remap them based on model/vendor/OS due to privacy considerations.
.. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
Boot splash is not displayed
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -115,22 +201,6 @@ Shader language limitations
When exporting a GLES2 project to HTML5, WebGL 1.0 will be used. WebGL 1.0
doesn't support dynamic loops, so shaders using those won't work there.
Unimplemented functionality
~~~~~~~~~~~~~~~~~~~~~~~~~~~
The following functionality is currently unavailable on the HTML5 platform:
- Threads
- GDNative
- C#
- Clipboard synchronization between engine and operating system
- Networking other than :ref:`class_HTTPClient` and :ref:`class_WebSocketClient`
.. tip:: Check the `list of open HTML5 issues on GitHub
<https://github.com/godotengine/godot/issues?q=is:open+is:issue+label:platform:html5>`__
to see if the functionality you're interested in has an issue yet. If
not, open one to communicate your interest.
Serving the files
-----------------
@@ -170,21 +240,7 @@ of its original size with gzip compression.
**Hosts that provide on-the-fly compression:** GitHub Pages (gzip)
**Hosts that don't provide on-the-fly compression:** itch.io, GitLab Pages
(`supports manual gzip precompression <https://webd97.de/post/gitlab-pages-compression/>`__
Export options
--------------
If a runnable web export template is available, a button appears between the
*Stop scene* and *Play edited Scene* buttons in the editor to quickly open the
game in the default browser for testing.
If a path to a **Custom HTML shell** file is given, it will be used instead of
the default HTML page. See :ref:`doc_customizing_html5_shell`.
**Head Include** is appended into the ``<head>`` element of the generated
HTML page. This allows to, for example, load webfonts and third-party
JavaScript APIs, include CSS, or run JavaScript code.
(`supports manual gzip precompression <https://webd97.de/post/gitlab-pages-compression/>`__)
.. _doc_javascript_eval: