// Copyright (c) Wojciech Figat. All rights reserved. #if PLATFORM_TOOLS_WEB #include "WebPlatformTools.h" #include "Engine/Platform/File.h" #include "Engine/Platform/FileSystem.h" #include "Engine/Platform/CreateProcessSettings.h" #include "Engine/Platform/Web/WebPlatformSettings.h" #include "Engine/Core/Config/GameSettings.h" #include "Engine/Core/Config/BuildSettings.h" #include "Engine/Content/Content.h" #include "Engine/Content/JsonAsset.h" #include "Engine/Graphics/PixelFormatExtensions.h" #include "Editor/Cooker/GameCooker.h" IMPLEMENT_SETTINGS_GETTER(WebPlatformSettings, WebPlatform); const Char* WebPlatformTools::GetDisplayName() const { return TEXT("Web"); } const Char* WebPlatformTools::GetName() const { return TEXT("Web"); } PlatformType WebPlatformTools::GetPlatform() const { return PlatformType::Web; } ArchitectureType WebPlatformTools::GetArchitecture() const { return ArchitectureType::x86; } DotNetAOTModes WebPlatformTools::UseAOT() const { return DotNetAOTModes::NoDotnet; } PixelFormat WebPlatformTools::GetTextureFormat(CookingData& data, TextureBase* texture, PixelFormat format) { // TODO: texture compression for Web (eg. ASTC for mobile and BC for others?) return PixelFormatExtensions::FindUncompressedFormat(format); } bool WebPlatformTools::IsNativeCodeFile(CookingData& data, const String& file) { String extension = FileSystem::GetExtension(file); return extension.IsEmpty() || extension == TEXT("html") || extension == TEXT("js") || extension == TEXT("wasm"); } void WebPlatformTools::OnBuildStarted(CookingData& data) { // Adjust the cooking output folder for the data files so file_packager tool can build the and output final data inside the cooker output folder data.DataOutputPath = data.CacheDirectory / TEXT("Files"); } bool WebPlatformTools::OnPostProcess(CookingData& data) { const auto gameSettings = GameSettings::Get(); const auto platformSettings = WebPlatformSettings::Get(); const auto platformDataPath = data.GetPlatformBinariesRoot(); // Get name of the output binary (JavaScript and WebAssembly files match) String gameJs; { Array files; FileSystem::DirectoryGetFiles(files, data.OriginalOutputPath, TEXT("*"), DirectorySearchOption::TopDirectoryOnly); for (String& file : files) { if (file.EndsWith(TEXT(".js"))) { String outputWasm = String(StringUtils::GetPathWithoutExtension(file)) + TEXT(".wasm"); if (files.Contains(outputWasm)) { gameJs = file; break; } } } } if (gameJs.IsEmpty()) { data.Error(TEXT("Failed to find the main JavaScript for the output game")); return true; } // Pack data files into a single file using Emscripten's file_packager tool { CreateProcessSettings procSettings; String emscriptenSdk = TEXT("EMSDK"); Platform::GetEnvironmentVariable(emscriptenSdk, emscriptenSdk); procSettings.FileName = emscriptenSdk / TEXT("upstream/emscripten/tools/file_packager"); #if PLATFORM_WIN32 procSettings.FileName += TEXT(".bat"); #endif procSettings.Arguments = String::Format(TEXT("files.data --preload \"{}@/\" --lz4 --js-output=files.js"), data.DataOutputPath); procSettings.WorkingDirectory = data.OriginalOutputPath; const int32 result = Platform::CreateProcess(procSettings); if (result != 0) { if (!FileSystem::FileExists(procSettings.FileName)) data.Error(TEXT("Missing file_packager.bat. Ensure Emscripten SDK installation is valid and 'EMSDK' environment variable points to it.")); data.Error(String::Format(TEXT("Failed to package project files (result code: {0}). See log for more info."), result)); return true; } } // TODO: customizable HTML templates // Insert packaged file system with game data { String gameJsText; if (File::ReadAllText(gameJs, gameJsText)) { data.Error(String::Format(TEXT("Failed to load file '{}'"), gameJs)); return true; } const String filesIncludeBegin = TEXT("// include: files.js"); const String filesIncludeEnd = TEXT("// end include: files.js"); if (!gameJsText.Contains(filesIncludeBegin)) { // Insert generated files.js into the main game file after the minimum_runtime_check.js include String fileJsText; String fileJs = data.OriginalOutputPath / TEXT("files.js"); if (File::ReadAllText(fileJs, fileJsText)) { data.Error(String::Format(TEXT("Failed to load file '{}'"), fileJs)); return true; } const String insertPrefixLocation = TEXT("// end include: minimum_runtime_check.js"); int32 location = gameJsText.Find(insertPrefixLocation); CHECK_RETURN(location != -1, true); location += insertPrefixLocation.Length() + 1; fileJsText = filesIncludeBegin + TEXT("\n") + fileJsText + TEXT("\n") + filesIncludeEnd + TEXT("\n"); gameJsText.Insert(location, fileJsText); File::WriteAllText(gameJs, gameJsText, Encoding::UTF8); } } const auto buildSettings = BuildSettings::Get(); if (buildSettings->SkipPackaging) return false; GameCooker::PackageFiles(); // TODO: minify/compress output JS files (in Release builds) LOG(Info, "Output website size: {0} MB", FileSystem::GetDirectorySize(data.OriginalOutputPath) / 1024 / 1024); return false; } #endif