Browse Source

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.
Fabio Alessandrelli 4 years ago
parent
commit
912cf15fec
2 changed files with 156 additions and 80 deletions
  1. 50 30
      development/compiling/compiling_for_web.rst
  2. 106 50
      tutorials/export/exporting_for_web.rst

+ 50 - 30
development/compiling/compiling_for_web.rst

@@ -10,7 +10,7 @@ Requirements
 
 
 To compile export templates for the Web, the following is required:
 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/>`__.
 -  `Python 3.5+ <https://www.python.org/>`__.
 -  `SCons 3.0+ <https://www.scons.org>`__ build system.
 -  `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
 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.
 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
 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
     mv bin/godot.javascript.opt.debug.zip bin/webassembly_debug.zip
 
 
-Building per asm.js translation or LLVM backend
------------------------------------------------
-
-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 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.
-
-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.
+Threads and GDNative
+--------------------
+
+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.
+
+You can build the export templates using the option ``threads_enabled=yes`` or
+``gdnative_enabled=yes`` to enable threads or GDNative support::
+
+    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
tutorials/export/exporting_for_web.rst

@@ -12,16 +12,7 @@ in the user's browser.
                with :kbd:`F12`, to view **debug information** like JavaScript,
                with :kbd:`F12`, to view **debug information** like JavaScript,
                engine, and WebGL errors.
                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
                (regardless of the browser). We recommend using
                :ref:`iOS' native export functionality <doc_exporting_for_ios>`
                :ref:`iOS' native export functionality <doc_exporting_for_ios>`
                instead, as it will also result in better performance.
                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.
 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
 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
 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.
 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
 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
 ``user://`` file system is persistent, but can give false positives in some
 cases.
 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
 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
 engine is started from within a valid input event handler. This requires
 :ref:`customization of the HTML page <doc_customizing_html5_shell>`.
 :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
 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.
 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
 .. seealso:: Google offers additional information about their `Web Audio autoplay
              policies <https://sites.google.com/a/chromium.org/dev/audio-video/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>`.
+
+Networking
+~~~~~~~~~~
+
+Low level networking is not implemented due to lacking support in browsers.
 
 
-The HTTP classes have several restrictions on the HTML5 platform:
+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
  -  Accessing or changing the ``StreamPeer`` is not possible
  -  Threaded/Blocking mode is not available
  -  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
  -  Host verification cannot be disabled
  -  Subject to `same-origin policy <https://developer.mozilla.org/en-US/docs/Web/Security/Same-origin_policy>`__
  -  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
+~~~~~~~~~
+
+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
+~~~~~~~~
 
 
-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`.
+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
 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
 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.
 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
 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 provide on-the-fly compression:** GitHub Pages (gzip)
 
 
 **Hosts that don't provide on-the-fly compression:** itch.io, GitLab Pages
 **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:
 .. _doc_javascript_eval: