feat:添加Web版本自动化部署系统

- 实现跨平台Web导出脚本(Windows/Linux/macOS)
- 添加本地测试服务器启动脚本
- 配置Godot Web导出预设
- 创建Web资源目录结构
- 支持一键导出和本地测试
This commit is contained in:
2025-12-25 23:06:29 +08:00
parent 405710bdde
commit 0935c5fd76
26 changed files with 2754 additions and 0 deletions

45
export_presets.cfg Normal file
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[preset.0]
name="Web"
platform="Web"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="web_assets/index.html"
patches=PackedStringArray()
encryption_include_filters=""
encryption_exclude_filters=""
seed=0
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.0.options]
custom_template/debug=""
custom_template/release=""
variant/extensions_support=false
variant/thread_support=false
vram_texture_compression/for_desktop=true
vram_texture_compression/for_mobile=false
html/export_icon=true
html/custom_html_shell=""
html/head_include=""
html/canvas_resize_policy=2
html/focus_canvas_on_start=true
html/experimental_virtual_keyboard=false
progressive_web_app/enabled=true
progressive_web_app/ensure_cross_origin_isolation_headers=true
progressive_web_app/offline_page=""
progressive_web_app/display=1
progressive_web_app/orientation=0
progressive_web_app/icon_144x144="uid://bwy5r7soxi76a"
progressive_web_app/icon_180x180="uid://drpllpsjdiaex"
progressive_web_app/icon_512x512="uid://dt817lem3dwee"
progressive_web_app/background_color=Color(0.19215687, 0.42352942, 1, 1)
threads/emscripten_pool_size=8
threads/godot_pool_size=4

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scripts/build_web.bat Normal file
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@echo off
setlocal enabledelayedexpansion
echo ========================================
echo 鲸鱼镇 Web版本导出工具 v1.0
echo ========================================
echo.
REM 配置变量 - 请根据实际情况修改
set "PROJECT_NAME=whaleTown"
set "BUILD_DIR=build\web"
set "GODOT_PATH=D:\technology\biancheng\Godot\Godot_v4.5.1-stable_win64.exe"
set "EXPORT_PRESET=Web"
set "VERSION=1.0.0"
REM 颜色代码Windows 10+
set "RED=[91m"
set "GREEN=[92m"
set "YELLOW=[93m"
set "BLUE=[94m"
set "RESET=[0m"
REM 检查Godot是否存在
echo %BLUE%[检查]%RESET% 验证Godot安装...
if not exist "%GODOT_PATH%" (
echo %RED%[错误]%RESET% 未找到Godot可执行文件: %GODOT_PATH%
echo 请修改脚本中的GODOT_PATH变量或安装Godot 4.5+
echo 下载地址: https://godotengine.org/download
echo.
pause
exit /b 1
)
REM 检查项目文件
echo %BLUE%[检查]%RESET% 验证项目文件...
if not exist "project.godot" (
echo %RED%[错误]%RESET% 未找到project.godot文件
echo 请在项目根目录运行此脚本
echo.
pause
exit /b 1
)
REM 显示项目信息
echo %GREEN%[信息]%RESET% 项目信息:
echo 项目名称: %PROJECT_NAME%
echo 版本号: %VERSION%
echo Godot路径: %GODOT_PATH%
echo 导出预设: %EXPORT_PRESET%
echo 输出目录: %BUILD_DIR%
echo.
REM 创建构建目录结构
echo %BLUE%[构建]%RESET% 准备构建环境...
if not exist "build" mkdir "build"
if not exist "%BUILD_DIR%" mkdir "%BUILD_DIR%"
if not exist "scripts" mkdir "scripts"
REM 备份旧版本(如果存在)
if exist "%BUILD_DIR%\index.html" (
echo %YELLOW%[备份]%RESET% 备份旧版本...
set "BACKUP_DIR=build\backup\%date:~0,4%%date:~5,2%%date:~8,2%_%time:~0,2%%time:~3,2%%time:~6,2%"
set "BACKUP_DIR=!BACKUP_DIR: =0!"
mkdir "!BACKUP_DIR!" 2>nul
xcopy "%BUILD_DIR%\*" "!BACKUP_DIR%\" /Y /Q >nul 2>&1
echo 备份位置: !BACKUP_DIR!\
)
REM 清理旧文件
echo %BLUE%[清理]%RESET% 清理旧的导出文件...
if exist "%BUILD_DIR%\*" del /q "%BUILD_DIR%\*" >nul 2>&1
REM 检查导出预设
echo %BLUE%[验证]%RESET% 检查导出预设...
"%GODOT_PATH%" --headless --export-debug "%EXPORT_PRESET%" --check-only >nul 2>&1
if %ERRORLEVEL% neq 0 (
echo %RED%[错误]%RESET% 导出预设 "%EXPORT_PRESET%" 不存在或配置错误!
echo 请在Godot编辑器中创建Web导出预设
echo.
pause
exit /b 1
)
REM 导出项目
echo %GREEN%[导出]%RESET% 开始导出Web版本...
echo 目标文件: %BUILD_DIR%\index.html
echo 请稍候...
echo.
"%GODOT_PATH%" --headless --export-release "%EXPORT_PRESET%" "%BUILD_DIR%\index.html"
if %ERRORLEVEL% neq 0 (
echo %RED%[失败]%RESET% 导出失败!错误代码: %ERRORLEVEL%
echo.
echo 可能的原因:
echo 1. 导出模板未安装
echo 2. 项目配置错误
echo 3. 资源文件损坏
echo.
pause
exit /b %ERRORLEVEL%
)
REM 验证导出文件
echo %BLUE%[验证]%RESET% 验证导出文件...
set "REQUIRED_FILES=index.html index.js index.wasm index.pck"
set "MISSING_FILES="
for %%f in (%REQUIRED_FILES%) do (
if not exist "%BUILD_DIR%\%%f" (
set "MISSING_FILES=!MISSING_FILES! %%f"
)
)
if not "!MISSING_FILES!"=="" (
echo %RED%[错误]%RESET% 缺少必要文件:!MISSING_FILES!
echo 导出可能不完整请检查Godot配置
echo.
pause
exit /b 1
)
REM 复制额外资源
echo %BLUE%[复制]%RESET% 复制额外资源...
if exist "assets\web\favicon.ico" copy "assets\web\favicon.ico" "%BUILD_DIR%\" >nul 2>&1
if exist "assets\web\manifest.json" copy "assets\web\manifest.json" "%BUILD_DIR%\" >nul 2>&1
if exist "assets\web\service-worker.js" copy "assets\web\service-worker.js" "%BUILD_DIR%\" >nul 2>&1
if exist "assets\web\custom_shell.html" copy "assets\web\custom_shell.html" "%BUILD_DIR%\" >nul 2>&1
REM 生成部署信息
echo %BLUE%[生成]%RESET% 生成部署信息...
(
echo {
echo "project": "%PROJECT_NAME%",
echo "version": "%VERSION%",
echo "build_time": "%date% %time%",
echo "platform": "web",
echo "godot_version": "4.5",
echo "export_preset": "%EXPORT_PRESET%",
echo "build_machine": "%COMPUTERNAME%",
echo "build_user": "%USERNAME%"
echo }
) > "%BUILD_DIR%\deploy_info.json"
REM 生成.htaccess文件
echo %BLUE%[配置]%RESET% 生成Apache配置文件...
(
echo # 鲸鱼镇 Web版本 Apache配置
echo # 自动生成于 %date% %time%
echo.
echo # MIME类型配置
echo AddType application/wasm .wasm
echo AddType application/octet-stream .pck
echo AddType application/javascript .js
echo.
echo # 启用压缩
echo ^<IfModule mod_deflate.c^>
echo AddOutputFilterByType DEFLATE text/html text/css application/javascript application/wasm
echo AddOutputFilterByType DEFLATE application/json application/xml
echo ^</IfModule^>
echo.
echo # 缓存控制
echo ^<IfModule mod_expires.c^>
echo ExpiresActive On
echo ExpiresByType application/wasm "access plus 1 month"
echo ExpiresByType application/octet-stream "access plus 1 month"
echo ExpiresByType application/javascript "access plus 1 week"
echo ExpiresByType text/html "access plus 1 hour"
echo ^</IfModule^>
echo.
echo # CORS配置
echo ^<IfModule mod_headers.c^>
echo Header set Access-Control-Allow-Origin "*"
echo Header set Access-Control-Allow-Methods "GET, POST, PUT, DELETE, OPTIONS"
echo Header set Access-Control-Allow-Headers "Content-Type, Authorization"
echo Header set Cross-Origin-Embedder-Policy "require-corp"
echo Header set Cross-Origin-Opener-Policy "same-origin"
echo ^</IfModule^>
) > "%BUILD_DIR%\.htaccess"
REM 计算文件大小
echo %BLUE%[统计]%RESET% 计算文件大小...
set "TOTAL_SIZE=0"
for %%f in ("%BUILD_DIR%\*") do (
set /a "TOTAL_SIZE+=%%~zf"
)
set /a "TOTAL_MB=TOTAL_SIZE/1024/1024"
REM 显示构建结果
echo.
echo ========================================
echo %GREEN% 导出成功!%RESET%
echo ========================================
echo.
echo %GREEN%[完成]%RESET% 构建统计:
echo 导出位置: %BUILD_DIR%\
echo 总文件大小: %TOTAL_MB% MB
echo 构建时间: %date% %time%
echo.
echo %BLUE%[文件]%RESET% 导出文件列表:
for %%f in ("%BUILD_DIR%\*") do (
set "size=%%~zf"
set /a "size_mb=!size!/1024/1024"
if !size_mb! gtr 0 (
echo %%~nxf: !size_mb! MB
) else (
set /a "size_kb=!size!/1024"
echo %%~nxf: !size_kb! KB
)
)
echo.
echo %YELLOW%[下一步]%RESET% 部署选项:
echo 1. 本地测试: scripts\serve_web.bat
echo 2. 上传到服务器: 将 %BUILD_DIR%\ 目录上传
echo 3. 查看文档: docs\web_deployment_guide.md
echo.
echo %GREEN%[提示]%RESET% 部署前请确保:
echo - 服务器支持WASM MIME类型
echo - 配置了正确的CORS头
echo - 启用了文件压缩
echo.
REM 询问是否启动本地服务器
set /p "START_SERVER=是否启动本地测试服务器?(y/N): "
if /i "!START_SERVER!"=="y" (
echo.
echo %GREEN%[启动]%RESET% 启动本地服务器...
call "scripts\serve_web.bat"
) else (
echo.
echo 构建完成!可以手动运行 scripts\serve_web.bat 进行测试
)
pause

238
scripts/build_web.sh Normal file
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#!/bin/bash
# 鲸鱼镇 Web版本导出工具 (Linux/macOS)
# 版本: 1.0.0
# 颜色定义
RED='\033[0;31m'
GREEN='\033[0;32m'
YELLOW='\033[1;33m'
BLUE='\033[0;34m'
NC='\033[0m' # No Color
# 配置变量 - 请根据实际情况修改
PROJECT_NAME="whaleTown"
BUILD_DIR="build/web"
GODOT_PATH="/usr/local/bin/godot" # macOS Homebrew默认路径
# GODOT_PATH="/usr/bin/godot" # Linux包管理器默认路径
# GODOT_PATH="$HOME/Applications/Godot.app/Contents/MacOS/Godot" # macOS应用程序路径
EXPORT_PRESET="Web"
VERSION="1.0.0"
echo "========================================"
echo " 鲸鱼镇 Web版本导出工具 v1.0"
echo "========================================"
echo
# 检查Godot是否存在
echo -e "${BLUE}[检查]${NC} 验证Godot安装..."
if [ ! -f "$GODOT_PATH" ]; then
echo -e "${RED}[错误]${NC} 未找到Godot: $GODOT_PATH"
echo
echo "请修改脚本中的GODOT_PATH变量或安装Godot 4.5+"
echo "安装方法:"
echo " macOS: brew install godot"
echo " Ubuntu: sudo apt install godot3"
echo " 或从官网下载: https://godotengine.org/download"
echo
exit 1
fi
# 检查项目文件
echo -e "${BLUE}[检查]${NC} 验证项目文件..."
if [ ! -f "project.godot" ]; then
echo -e "${RED}[错误]${NC} 未找到project.godot文件"
echo "请在项目根目录运行此脚本"
echo
exit 1
fi
# 显示项目信息
echo -e "${GREEN}[信息]${NC} 项目信息:"
echo " 项目名称: $PROJECT_NAME"
echo " 版本号: $VERSION"
echo " Godot路径: $GODOT_PATH"
echo " 导出预设: $EXPORT_PRESET"
echo " 输出目录: $BUILD_DIR"
echo
# 创建构建目录结构
echo -e "${BLUE}[构建]${NC} 准备构建环境..."
mkdir -p "$BUILD_DIR"
mkdir -p "scripts"
# 备份旧版本(如果存在)
if [ -f "$BUILD_DIR/index.html" ]; then
echo -e "${YELLOW}[备份]${NC} 备份旧版本..."
BACKUP_DIR="build/backup/$(date +%Y%m%d_%H%M%S)"
mkdir -p "$BACKUP_DIR"
cp -r "$BUILD_DIR"/* "$BACKUP_DIR/" 2>/dev/null
echo " 备份位置: $BACKUP_DIR/"
fi
# 清理旧文件
echo -e "${BLUE}[清理]${NC} 清理旧的导出文件..."
rm -f "$BUILD_DIR"/*
# 检查导出预设
echo -e "${BLUE}[验证]${NC} 检查导出预设..."
"$GODOT_PATH" --headless --export-debug "$EXPORT_PRESET" --check-only >/dev/null 2>&1
if [ $? -ne 0 ]; then
echo -e "${RED}[错误]${NC} 导出预设 \"$EXPORT_PRESET\" 不存在或配置错误!"
echo "请在Godot编辑器中创建Web导出预设"
echo
exit 1
fi
# 导出项目
echo -e "${GREEN}[导出]${NC} 开始导出Web版本..."
echo " 目标文件: $BUILD_DIR/index.html"
echo " 请稍候..."
echo
"$GODOT_PATH" --headless --export-release "$EXPORT_PRESET" "$BUILD_DIR/index.html"
if [ $? -ne 0 ]; then
echo -e "${RED}[失败]${NC} 导出失败!"
echo
echo "可能的原因:"
echo "1. 导出模板未安装"
echo "2. 项目配置错误"
echo "3. 资源文件损坏"
echo
exit 1
fi
# 验证导出文件
echo -e "${BLUE}[验证]${NC} 验证导出文件..."
REQUIRED_FILES="index.html index.js index.wasm index.pck"
MISSING_FILES=""
for file in $REQUIRED_FILES; do
if [ ! -f "$BUILD_DIR/$file" ]; then
MISSING_FILES="$MISSING_FILES $file"
fi
done
if [ -n "$MISSING_FILES" ]; then
echo -e "${RED}[错误]${NC} 缺少必要文件:$MISSING_FILES"
echo "导出可能不完整请检查Godot配置"
echo
exit 1
fi
# 复制额外资源
echo -e "${BLUE}[复制]${NC} 复制额外资源..."
[ -f "assets/web/favicon.ico" ] && cp "assets/web/favicon.ico" "$BUILD_DIR/"
[ -f "assets/web/manifest.json" ] && cp "assets/web/manifest.json" "$BUILD_DIR/"
[ -f "assets/web/service-worker.js" ] && cp "assets/web/service-worker.js" "$BUILD_DIR/"
[ -f "assets/web/custom_shell.html" ] && cp "assets/web/custom_shell.html" "$BUILD_DIR/"
# 生成部署信息
echo -e "${BLUE}[生成]${NC} 生成部署信息..."
cat > "$BUILD_DIR/deploy_info.json" << EOF
{
"project": "$PROJECT_NAME",
"version": "$VERSION",
"build_time": "$(date)",
"platform": "web",
"godot_version": "4.5",
"export_preset": "$EXPORT_PRESET",
"build_machine": "$(hostname)",
"build_user": "$(whoami)",
"build_os": "$(uname -s)"
}
EOF
# 生成.htaccess文件
echo -e "${BLUE}[配置]${NC} 生成Apache配置文件..."
cat > "$BUILD_DIR/.htaccess" << 'EOF'
# 鲸鱼镇 Web版本 Apache配置
# 自动生成
# MIME类型配置
AddType application/wasm .wasm
AddType application/octet-stream .pck
AddType application/javascript .js
# 启用压缩
<IfModule mod_deflate.c>
AddOutputFilterByType DEFLATE text/html text/css application/javascript application/wasm
AddOutputFilterByType DEFLATE application/json application/xml
</IfModule>
# 缓存控制
<IfModule mod_expires.c>
ExpiresActive On
ExpiresByType application/wasm "access plus 1 month"
ExpiresByType application/octet-stream "access plus 1 month"
ExpiresByType application/javascript "access plus 1 week"
ExpiresByType text/html "access plus 1 hour"
</IfModule>
# CORS配置
<IfModule mod_headers.c>
Header set Access-Control-Allow-Origin "*"
Header set Access-Control-Allow-Methods "GET, POST, PUT, DELETE, OPTIONS"
Header set Access-Control-Allow-Headers "Content-Type, Authorization"
Header set Cross-Origin-Embedder-Policy "require-corp"
Header set Cross-Origin-Opener-Policy "same-origin"
</IfModule>
EOF
# 计算文件大小
echo -e "${BLUE}[统计]${NC} 计算文件大小..."
TOTAL_SIZE=$(du -sb "$BUILD_DIR" | cut -f1)
TOTAL_MB=$((TOTAL_SIZE / 1024 / 1024))
# 显示构建结果
echo
echo "========================================"
echo -e "${GREEN} 导出成功!${NC}"
echo "========================================"
echo
echo -e "${GREEN}[完成]${NC} 构建统计:"
echo " 导出位置: $BUILD_DIR/"
echo " 总文件大小: ${TOTAL_MB} MB"
echo " 构建时间: $(date)"
echo
echo -e "${BLUE}[文件]${NC} 导出文件列表:"
for file in "$BUILD_DIR"/*; do
if [ -f "$file" ]; then
filename=$(basename "$file")
size=$(stat -f%z "$file" 2>/dev/null || stat -c%s "$file" 2>/dev/null)
size_mb=$((size / 1024 / 1024))
if [ $size_mb -gt 0 ]; then
echo " $filename: ${size_mb} MB"
else
size_kb=$((size / 1024))
echo " $filename: ${size_kb} KB"
fi
fi
done
echo
echo -e "${YELLOW}[下一步]${NC} 部署选项:"
echo " 1. 本地测试: ./scripts/serve_web.sh"
echo " 2. 上传到服务器: 将 $BUILD_DIR/ 目录上传"
echo " 3. 查看文档: docs/web_deployment_guide.md"
echo
echo -e "${GREEN}[提示]${NC} 部署前请确保:"
echo " - 服务器支持WASM MIME类型"
echo " - 配置了正确的CORS头"
echo " - 启用了文件压缩"
echo
# 询问是否启动本地服务器
echo -n "是否启动本地测试服务器?(y/N): "
read -r START_SERVER
if [[ $START_SERVER =~ ^[Yy]$ ]]; then
echo
echo -e "${GREEN}[启动]${NC} 启动本地服务器..."
./scripts/serve_web.sh
else
echo
echo "构建完成!可以手动运行 ./scripts/serve_web.sh 进行测试"
fi

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@echo off
setlocal enabledelayedexpansion
echo ========================================
echo 鲸鱼镇 本地Web服务器 v1.0
echo ========================================
echo.
REM 配置变量
set "BUILD_DIR=build\web"
set "PORT=8000"
set "FALLBACK_PORT=8080"
REM 颜色代码
set "RED=[91m"
set "GREEN=[92m"
set "YELLOW=[93m"
set "BLUE=[94m"
set "RESET=[0m"
REM 检查导出文件
echo %BLUE%[检查]%RESET% 验证Web导出文件...
if not exist "%BUILD_DIR%\index.html" (
echo %RED%[错误]%RESET% 未找到Web导出文件
echo.
echo 请先运行以下命令导出项目:
echo scripts\build_web.bat
echo.
echo 或在Godot编辑器中导出Web版本到: %BUILD_DIR%\
echo.
pause
exit /b 1
)
REM 检查必要文件
echo %BLUE%[验证]%RESET% 检查必要文件...
set "REQUIRED_FILES=index.html index.js index.wasm index.pck"
set "MISSING_FILES="
for %%f in (%REQUIRED_FILES%) do (
if not exist "%BUILD_DIR%\%%f" (
set "MISSING_FILES=!MISSING_FILES! %%f"
)
)
if not "!MISSING_FILES!"=="" (
echo %RED%[错误]%RESET% 缺少必要文件:!MISSING_FILES!
echo 请重新导出项目
echo.
pause
exit /b 1
)
REM 检查Python
echo %BLUE%[检查]%RESET% 验证Python环境...
python --version >nul 2>&1
if %ERRORLEVEL% neq 0 (
echo %RED%[错误]%RESET% 未找到Python
echo.
echo 请安装Python 3.x:
echo 下载地址: https://python.org/downloads
echo 或使用包管理器: winget install Python.Python.3
echo.
echo 安装后请重启命令提示符
echo.
pause
exit /b 1
)
REM 获取Python版本
for /f "tokens=2" %%i in ('python --version 2^>^&1') do set "PYTHON_VERSION=%%i"
echo %GREEN%[信息]%RESET% Python版本: %PYTHON_VERSION%
REM 显示文件信息
echo.
echo %GREEN%[信息]%RESET% Web文件统计:
set "TOTAL_SIZE=0"
for %%f in ("%BUILD_DIR%\*") do (
set "size=%%~zf"
set /a "TOTAL_SIZE+=size"
set /a "size_mb=size/1024/1024"
if !size_mb! gtr 0 (
echo %%~nxf: !size_mb! MB
) else (
set /a "size_kb=size/1024"
echo %%~nxf: !size_kb! KB
)
)
set /a "TOTAL_MB=TOTAL_SIZE/1024/1024"
echo 总大小: %TOTAL_MB% MB
REM 检查端口占用
echo.
echo %BLUE%[网络]%RESET% 检查端口占用...
netstat -an | find ":%PORT%" >nul 2>&1
if %ERRORLEVEL% equ 0 (
echo %YELLOW%[警告]%RESET% 端口 %PORT% 已被占用,尝试使用 %FALLBACK_PORT%
set "PORT=%FALLBACK_PORT%"
netstat -an | find ":%PORT%" >nul 2>&1
if %ERRORLEVEL% equ 0 (
echo %RED%[错误]%RESET% 端口 %PORT% 也被占用!
echo 请手动指定端口: python -m http.server [端口号]
echo.
pause
exit /b 1
)
)
REM 获取本机IP地址
for /f "tokens=2 delims=:" %%i in ('ipconfig ^| find "IPv4"') do (
set "LOCAL_IP=%%i"
set "LOCAL_IP=!LOCAL_IP: =!"
goto :ip_found
)
:ip_found
REM 显示启动信息
echo.
echo %GREEN%[启动]%RESET% 启动HTTP服务器...
echo 端口: %PORT%
echo 目录: %BUILD_DIR%
echo Python: %PYTHON_VERSION%
echo.
echo ========================================
echo %GREEN% 访问地址%RESET%
echo ========================================
echo 本地访问: http://localhost:%PORT%
echo 局域网访问: http://!LOCAL_IP!:%PORT%
echo.
echo %YELLOW%[控制]%RESET% 服务器控制:
echo 停止服务器: Ctrl+C
echo 重启服务器: 关闭后重新运行脚本
echo.
echo %BLUE%[调试]%RESET% 调试工具:
echo 开发者工具: F12
echo 控制台日志: 查看浏览器Console
echo 网络请求: 查看Network标签
echo.
echo ========================================
REM 尝试自动打开浏览器
echo %BLUE%[浏览器]%RESET% 尝试打开默认浏览器...
start http://localhost:%PORT% >nul 2>&1
if %ERRORLEVEL% neq 0 (
echo %YELLOW%[提示]%RESET% 无法自动打开浏览器,请手动访问上述地址
)
echo.
echo %GREEN%[就绪]%RESET% 服务器启动中...
echo.
REM 切换到构建目录并启动服务器
cd "%BUILD_DIR%"
REM 创建简单的服务器日志
echo [%date% %time%] 服务器启动 - 端口:%PORT% >> server.log
REM 启动Python HTTP服务器
python -m http.server %PORT%
REM 服务器停止后的清理
echo.
echo %YELLOW%[停止]%RESET% 服务器已停止
echo [%date% %time%] 服务器停止 >> server.log
REM 返回原目录
cd ..\..
echo.
echo %GREEN%[完成]%RESET% 感谢使用鲸鱼镇Web服务器
echo.
pause

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scripts/serve_web.sh Normal file
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#!/bin/bash
# 鲸鱼镇 本地Web服务器 (Linux/macOS)
# 版本: 1.0.0
# 颜色定义
RED='\033[0;31m'
GREEN='\033[0;32m'
YELLOW='\033[1;33m'
BLUE='\033[0;34m'
NC='\033[0m' # No Color
# 配置变量
BUILD_DIR="build/web"
PORT=8000
FALLBACK_PORT=8080
echo "========================================"
echo " 鲸鱼镇 本地Web服务器 v1.0"
echo "========================================"
echo
# 检查导出文件
echo -e "${BLUE}[检查]${NC} 验证Web导出文件..."
if [ ! -f "$BUILD_DIR/index.html" ]; then
echo -e "${RED}[错误]${NC} 未找到Web导出文件"
echo
echo "请先运行以下命令导出项目:"
echo " ./scripts/build_web.sh"
echo
echo "或在Godot编辑器中导出Web版本到: $BUILD_DIR/"
echo
exit 1
fi
# 检查必要文件
echo -e "${BLUE}[验证]${NC} 检查必要文件..."
REQUIRED_FILES="index.html index.js index.wasm index.pck"
MISSING_FILES=""
for file in $REQUIRED_FILES; do
if [ ! -f "$BUILD_DIR/$file" ]; then
MISSING_FILES="$MISSING_FILES $file"
fi
done
if [ -n "$MISSING_FILES" ]; then
echo -e "${RED}[错误]${NC} 缺少必要文件:$MISSING_FILES"
echo "请重新导出项目"
echo
exit 1
fi
# 检查Python
echo -e "${BLUE}[检查]${NC} 验证Python环境..."
if ! command -v python3 &> /dev/null && ! command -v python &> /dev/null; then
echo -e "${RED}[错误]${NC} 未找到Python"
echo
echo "请安装Python 3.x:"
echo " macOS: brew install python"
echo " Ubuntu: sudo apt install python3"
echo " 或访问: https://python.org/downloads"
echo
exit 1
fi
# 确定Python命令
PYTHON_CMD="python3"
if ! command -v python3 &> /dev/null; then
PYTHON_CMD="python"
fi
# 获取Python版本
PYTHON_VERSION=$($PYTHON_CMD --version 2>&1 | cut -d' ' -f2)
echo -e "${GREEN}[信息]${NC} Python版本: $PYTHON_VERSION"
# 显示文件信息
echo
echo -e "${GREEN}[信息]${NC} Web文件统计:"
TOTAL_SIZE=$(du -sb "$BUILD_DIR" | cut -f1)
TOTAL_MB=$((TOTAL_SIZE / 1024 / 1024))
for file in "$BUILD_DIR"/*; do
if [ -f "$file" ]; then
filename=$(basename "$file")
size=$(stat -f%z "$file" 2>/dev/null || stat -c%s "$file" 2>/dev/null)
size_mb=$((size / 1024 / 1024))
if [ $size_mb -gt 0 ]; then
echo " $filename: ${size_mb} MB"
else
size_kb=$((size / 1024))
echo " $filename: ${size_kb} KB"
fi
fi
done
echo " 总大小: ${TOTAL_MB} MB"
# 检查端口占用
echo
echo -e "${BLUE}[网络]${NC} 检查端口占用..."
if lsof -Pi :$PORT -sTCP:LISTEN -t >/dev/null 2>&1; then
echo -e "${YELLOW}[警告]${NC} 端口 $PORT 已被占用,尝试使用 $FALLBACK_PORT"
PORT=$FALLBACK_PORT
if lsof -Pi :$PORT -sTCP:LISTEN -t >/dev/null 2>&1; then
echo -e "${RED}[错误]${NC} 端口 $PORT 也被占用!"
echo "请手动指定端口: $PYTHON_CMD -m http.server [端口号]"
echo
exit 1
fi
fi
# 获取本机IP地址
LOCAL_IP=$(ifconfig | grep -Eo 'inet (addr:)?([0-9]*\.){3}[0-9]*' | grep -Eo '([0-9]*\.){3}[0-9]*' | grep -v '127.0.0.1' | head -1)
if [ -z "$LOCAL_IP" ]; then
LOCAL_IP=$(hostname -I | cut -d' ' -f1 2>/dev/null)
fi
if [ -z "$LOCAL_IP" ]; then
LOCAL_IP="localhost"
fi
# 显示启动信息
echo
echo -e "${GREEN}[启动]${NC} 启动HTTP服务器..."
echo " 端口: $PORT"
echo " 目录: $BUILD_DIR"
echo " Python: $PYTHON_VERSION"
echo
echo "========================================"
echo -e "${GREEN} 访问地址${NC}"
echo "========================================"
echo " 本地访问: http://localhost:$PORT"
echo " 局域网访问: http://$LOCAL_IP:$PORT"
echo
echo -e "${YELLOW}[控制]${NC} 服务器控制:"
echo " 停止服务器: Ctrl+C"
echo " 重启服务器: 关闭后重新运行脚本"
echo
echo -e "${BLUE}[调试]${NC} 调试工具:"
echo " 开发者工具: F12"
echo " 控制台日志: 查看浏览器Console"
echo " 网络请求: 查看Network标签"
echo
echo "========================================"
# 尝试自动打开浏览器
echo -e "${BLUE}[浏览器]${NC} 尝试打开默认浏览器..."
if command -v open &> /dev/null; then
# macOS
open "http://localhost:$PORT" 2>/dev/null
elif command -v xdg-open &> /dev/null; then
# Linux
xdg-open "http://localhost:$PORT" 2>/dev/null
else
echo -e "${YELLOW}[提示]${NC} 无法自动打开浏览器,请手动访问上述地址"
fi
echo
echo -e "${GREEN}[就绪]${NC} 服务器启动中..."
echo
# 切换到构建目录并启动服务器
cd "$BUILD_DIR"
# 创建简单的服务器日志
echo "[$(date)] 服务器启动 - 端口:$PORT" >> server.log
# 设置信号处理
trap 'echo -e "\n${YELLOW}[停止]${NC} 服务器已停止"; echo "[$(date)] 服务器停止" >> server.log; exit 0' INT
# 启动Python HTTP服务器
$PYTHON_CMD -m http.server $PORT
# 服务器停止后的清理
echo
echo -e "${YELLOW}[停止]${NC} 服务器已停止"
echo "[$(date)] 服务器停止" >> server.log
# 返回原目录
cd ../..
echo
echo -e "${GREEN}[完成]${NC} 感谢使用鲸鱼镇Web服务器"
echo

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/**************************************************************************/
/* godot.audio.position.worklet.js */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
class GodotPositionReportingProcessor extends AudioWorkletProcessor {
static get parameterDescriptors() {
return [
{
name: 'reset',
defaultValue: 0,
minValue: 0,
maxValue: 1,
automationRate: 'k-rate',
},
];
}
constructor(...args) {
super(...args);
this.position = 0;
}
process(inputs, _outputs, parameters) {
if (parameters['reset'][0] > 0) {
this.position = 0;
}
if (inputs.length > 0) {
const input = inputs[0];
if (input.length > 0) {
this.position += input[0].length;
this.port.postMessage({ type: 'position', data: this.position });
}
}
return true;
}
}
registerProcessor('godot-position-reporting-processor', GodotPositionReportingProcessor);

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/**************************************************************************/
/* audio.worklet.js */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
class RingBuffer {
constructor(p_buffer, p_state, p_threads) {
this.buffer = p_buffer;
this.avail = p_state;
this.threads = p_threads;
this.rpos = 0;
this.wpos = 0;
}
data_left() {
return this.threads ? Atomics.load(this.avail, 0) : this.avail;
}
space_left() {
return this.buffer.length - this.data_left();
}
read(output) {
const size = this.buffer.length;
let from = 0;
let to_write = output.length;
if (this.rpos + to_write > size) {
const high = size - this.rpos;
output.set(this.buffer.subarray(this.rpos, size));
from = high;
to_write -= high;
this.rpos = 0;
}
if (to_write) {
output.set(this.buffer.subarray(this.rpos, this.rpos + to_write), from);
}
this.rpos += to_write;
if (this.threads) {
Atomics.add(this.avail, 0, -output.length);
Atomics.notify(this.avail, 0);
} else {
this.avail -= output.length;
}
}
write(p_buffer) {
const to_write = p_buffer.length;
const mw = this.buffer.length - this.wpos;
if (mw >= to_write) {
this.buffer.set(p_buffer, this.wpos);
this.wpos += to_write;
if (mw === to_write) {
this.wpos = 0;
}
} else {
const high = p_buffer.subarray(0, mw);
const low = p_buffer.subarray(mw);
this.buffer.set(high, this.wpos);
this.buffer.set(low);
this.wpos = low.length;
}
if (this.threads) {
Atomics.add(this.avail, 0, to_write);
Atomics.notify(this.avail, 0);
} else {
this.avail += to_write;
}
}
}
class GodotProcessor extends AudioWorkletProcessor {
constructor() {
super();
this.threads = false;
this.running = true;
this.lock = null;
this.notifier = null;
this.output = null;
this.output_buffer = new Float32Array();
this.input = null;
this.input_buffer = new Float32Array();
this.port.onmessage = (event) => {
const cmd = event.data['cmd'];
const data = event.data['data'];
this.parse_message(cmd, data);
};
}
process_notify() {
if (this.notifier) {
Atomics.add(this.notifier, 0, 1);
Atomics.notify(this.notifier, 0);
}
}
parse_message(p_cmd, p_data) {
if (p_cmd === 'start' && p_data) {
const state = p_data[0];
let idx = 0;
this.threads = true;
this.lock = state.subarray(idx, ++idx);
this.notifier = state.subarray(idx, ++idx);
const avail_in = state.subarray(idx, ++idx);
const avail_out = state.subarray(idx, ++idx);
this.input = new RingBuffer(p_data[1], avail_in, true);
this.output = new RingBuffer(p_data[2], avail_out, true);
} else if (p_cmd === 'stop') {
this.running = false;
this.output = null;
this.input = null;
this.lock = null;
this.notifier = null;
} else if (p_cmd === 'start_nothreads') {
this.output = new RingBuffer(p_data[0], p_data[0].length, false);
} else if (p_cmd === 'chunk') {
this.output.write(p_data);
}
}
static array_has_data(arr) {
return arr.length && arr[0].length && arr[0][0].length;
}
process(inputs, outputs, parameters) {
if (!this.running) {
return false; // Stop processing.
}
if (this.output === null) {
return true; // Not ready yet, keep processing.
}
const process_input = GodotProcessor.array_has_data(inputs);
if (process_input) {
const input = inputs[0];
const chunk = input[0].length * input.length;
if (this.input_buffer.length !== chunk) {
this.input_buffer = new Float32Array(chunk);
}
if (!this.threads) {
GodotProcessor.write_input(this.input_buffer, input);
this.port.postMessage({ 'cmd': 'input', 'data': this.input_buffer });
} else if (this.input.space_left() >= chunk) {
GodotProcessor.write_input(this.input_buffer, input);
this.input.write(this.input_buffer);
} else {
// this.port.postMessage('Input buffer is full! Skipping input frame.'); // Uncomment this line to debug input buffer.
}
}
const process_output = GodotProcessor.array_has_data(outputs);
if (process_output) {
const output = outputs[0];
const chunk = output[0].length * output.length;
if (this.output_buffer.length !== chunk) {
this.output_buffer = new Float32Array(chunk);
}
if (this.output.data_left() >= chunk) {
this.output.read(this.output_buffer);
GodotProcessor.write_output(output, this.output_buffer);
if (!this.threads) {
this.port.postMessage({ 'cmd': 'read', 'data': chunk });
}
} else {
// this.port.postMessage('Output buffer has not enough frames! Skipping output frame.'); // Uncomment this line to debug output buffer.
}
}
this.process_notify();
return true;
}
static write_output(dest, source) {
const channels = dest.length;
for (let ch = 0; ch < channels; ch++) {
for (let sample = 0; sample < dest[ch].length; sample++) {
dest[ch][sample] = source[sample * channels + ch];
}
}
}
static write_input(dest, source) {
const channels = source.length;
for (let ch = 0; ch < channels; ch++) {
for (let sample = 0; sample < source[ch].length; sample++) {
dest[sample * channels + ch] = source[ch][sample];
}
}
}
}
registerProcessor('godot-processor', GodotProcessor);

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, initial-scale=1.0">
<title>whaleTown</title>
<style>
html, body, #canvas {
margin: 0;
padding: 0;
border: 0;
}
body {
color: white;
background-color: black;
overflow: hidden;
touch-action: none;
}
#canvas {
display: block;
}
#canvas:focus {
outline: none;
}
#status, #status-splash, #status-progress {
position: absolute;
left: 0;
right: 0;
}
#status, #status-splash {
top: 0;
bottom: 0;
}
#status {
background-color: #242424;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
visibility: hidden;
}
#status-splash {
max-height: 100%;
max-width: 100%;
margin: auto;
}
#status-splash.show-image--false {
display: none;
}
#status-splash.fullsize--true {
height: 100%;
width: 100%;
object-fit: contain;
}
#status-splash.use-filter--false {
image-rendering: pixelated;
}
#status-progress, #status-notice {
display: none;
}
#status-progress {
bottom: 10%;
width: 50%;
margin: 0 auto;
}
#status-notice {
background-color: #5b3943;
border-radius: 0.5rem;
border: 1px solid #9b3943;
color: #e0e0e0;
font-family: 'Noto Sans', 'Droid Sans', Arial, sans-serif;
line-height: 1.3;
margin: 0 2rem;
overflow: hidden;
padding: 1rem;
text-align: center;
z-index: 1;
}
</style>
<link id="-gd-engine-icon" rel="icon" type="image/png" href="index.icon.png" />
<link rel="apple-touch-icon" href="index.apple-touch-icon.png"/>
<link rel="manifest" href="index.manifest.json">
</head>
<body>
<canvas id="canvas">
Your browser does not support the canvas tag.
</canvas>
<noscript>
Your browser does not support JavaScript.
</noscript>
<div id="status">
<img id="status-splash" class="show-image--true fullsize--true use-filter--true" src="index.png" alt="">
<progress id="status-progress"></progress>
<div id="status-notice"></div>
</div>
<script src="index.js"></script>
<script>
const GODOT_CONFIG = {"args":[],"canvasResizePolicy":2,"emscriptenPoolSize":8,"ensureCrossOriginIsolationHeaders":true,"executable":"index","experimentalVK":false,"fileSizes":{"index.pck":35119676,"index.wasm":36145869},"focusCanvas":true,"gdextensionLibs":[],"godotPoolSize":4,"serviceWorker":"index.service.worker.js"};
const GODOT_THREADS_ENABLED = false;
const engine = new Engine(GODOT_CONFIG);
(function () {
const statusOverlay = document.getElementById('status');
const statusProgress = document.getElementById('status-progress');
const statusNotice = document.getElementById('status-notice');
let initializing = true;
let statusMode = '';
function setStatusMode(mode) {
if (statusMode === mode || !initializing) {
return;
}
if (mode === 'hidden') {
statusOverlay.remove();
initializing = false;
return;
}
statusOverlay.style.visibility = 'visible';
statusProgress.style.display = mode === 'progress' ? 'block' : 'none';
statusNotice.style.display = mode === 'notice' ? 'block' : 'none';
statusMode = mode;
}
function setStatusNotice(text) {
while (statusNotice.lastChild) {
statusNotice.removeChild(statusNotice.lastChild);
}
const lines = text.split('\n');
lines.forEach((line) => {
statusNotice.appendChild(document.createTextNode(line));
statusNotice.appendChild(document.createElement('br'));
});
}
function displayFailureNotice(err) {
console.error(err);
if (err instanceof Error) {
setStatusNotice(err.message);
} else if (typeof err === 'string') {
setStatusNotice(err);
} else {
setStatusNotice('An unknown error occurred.');
}
setStatusMode('notice');
initializing = false;
}
const missing = Engine.getMissingFeatures({
threads: GODOT_THREADS_ENABLED,
});
if (missing.length !== 0) {
if (GODOT_CONFIG['serviceWorker'] && GODOT_CONFIG['ensureCrossOriginIsolationHeaders'] && 'serviceWorker' in navigator) {
let serviceWorkerRegistrationPromise;
try {
serviceWorkerRegistrationPromise = navigator.serviceWorker.getRegistration();
} catch (err) {
serviceWorkerRegistrationPromise = Promise.reject(new Error('Service worker registration failed.'));
}
// There's a chance that installing the service worker would fix the issue
Promise.race([
serviceWorkerRegistrationPromise.then((registration) => {
if (registration != null) {
return Promise.reject(new Error('Service worker already exists.'));
}
return registration;
}).then(() => engine.installServiceWorker()),
// For some reason, `getRegistration()` can stall
new Promise((resolve) => {
setTimeout(() => resolve(), 2000);
}),
]).then(() => {
// Reload if there was no error.
window.location.reload();
}).catch((err) => {
console.error('Error while registering service worker:', err);
});
} else {
// Display the message as usual
const missingMsg = 'Error\nThe following features required to run Godot projects on the Web are missing:\n';
displayFailureNotice(missingMsg + missing.join('\n'));
}
} else {
setStatusMode('progress');
engine.startGame({
'onProgress': function (current, total) {
if (current > 0 && total > 0) {
statusProgress.value = current;
statusProgress.max = total;
} else {
statusProgress.removeAttribute('value');
statusProgress.removeAttribute('max');
}
},
}).then(() => {
setStatusMode('hidden');
}, displayFailureNotice);
}
}());
</script>
</body>
</html>

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{"background_color":"#316cff","display":"standalone","icons":[{"sizes":"144x144","src":"index.144x144.png","type":"image/png"},{"sizes":"180x180","src":"index.180x180.png","type":"image/png"},{"sizes":"512x512","src":"index.512x512.png","type":"image/png"}],"name":"whaleTown","orientation":"any","start_url":"./index.html"}

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>You are offline</title>
<style>
html {
background-color: #000000;
color: #ffffff;
}
body {
font-family: system-ui, -apple-system, "Segoe UI", Roboto, "Helvetica Neue", Arial, "Noto Sans", sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol", "Noto Color Emoji";
margin: 2rem;
}
p {
margin-block: 1rem;
}
button {
display: block;
padding: 1rem 2rem;
margin: 3rem auto 0;
}
</style>
</head>
<body>
<h1>You are offline</h1>
<p>This application requires an Internet connection to run for the first time.</p>
<p>Press the button below to try reloading:</p>
<button type="button">Reload</button>
<script>
document.querySelector('button').addEventListener('click', () => {
window.location.reload();
});
</script>
</body>
</html>

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// This service worker is required to expose an exported Godot project as a
// Progressive Web App. It provides an offline fallback page telling the user
// that they need an Internet connection to run the project if desired.
// Incrementing CACHE_VERSION will kick off the install event and force
// previously cached resources to be updated from the network.
/** @type {string} */
const CACHE_VERSION = '1766673973|3863914';
/** @type {string} */
const CACHE_PREFIX = 'whaleTown-sw-cache-';
const CACHE_NAME = CACHE_PREFIX + CACHE_VERSION;
/** @type {string} */
const OFFLINE_URL = 'index.offline.html';
/** @type {boolean} */
const ENSURE_CROSSORIGIN_ISOLATION_HEADERS = true;
// Files that will be cached on load.
/** @type {string[]} */
const CACHED_FILES = ["index.html","index.js","index.offline.html","index.icon.png","index.apple-touch-icon.png","index.audio.worklet.js","index.audio.position.worklet.js"];
// Files that we might not want the user to preload, and will only be cached on first load.
/** @type {string[]} */
const CACHEABLE_FILES = ["index.wasm","index.pck"];
const FULL_CACHE = CACHED_FILES.concat(CACHEABLE_FILES);
self.addEventListener('install', (event) => {
event.waitUntil(caches.open(CACHE_NAME).then((cache) => cache.addAll(CACHED_FILES)));
});
self.addEventListener('activate', (event) => {
event.waitUntil(caches.keys().then(
function (keys) {
// Remove old caches.
return Promise.all(keys.filter((key) => key.startsWith(CACHE_PREFIX) && key !== CACHE_NAME).map((key) => caches.delete(key)));
}
).then(function () {
// Enable navigation preload if available.
return ('navigationPreload' in self.registration) ? self.registration.navigationPreload.enable() : Promise.resolve();
}));
});
/**
* Ensures that the response has the correct COEP/COOP headers
* @param {Response} response
* @returns {Response}
*/
function ensureCrossOriginIsolationHeaders(response) {
if (response.headers.get('Cross-Origin-Embedder-Policy') === 'require-corp'
&& response.headers.get('Cross-Origin-Opener-Policy') === 'same-origin') {
return response;
}
const crossOriginIsolatedHeaders = new Headers(response.headers);
crossOriginIsolatedHeaders.set('Cross-Origin-Embedder-Policy', 'require-corp');
crossOriginIsolatedHeaders.set('Cross-Origin-Opener-Policy', 'same-origin');
const newResponse = new Response(response.body, {
status: response.status,
statusText: response.statusText,
headers: crossOriginIsolatedHeaders,
});
return newResponse;
}
/**
* Calls fetch and cache the result if it is cacheable
* @param {FetchEvent} event
* @param {Cache} cache
* @param {boolean} isCacheable
* @returns {Response}
*/
async function fetchAndCache(event, cache, isCacheable) {
// Use the preloaded response, if it's there
/** @type { Response } */
let response = await event.preloadResponse;
if (response == null) {
// Or, go over network.
response = await self.fetch(event.request);
}
if (ENSURE_CROSSORIGIN_ISOLATION_HEADERS) {
response = ensureCrossOriginIsolationHeaders(response);
}
if (isCacheable) {
// And update the cache
cache.put(event.request, response.clone());
}
return response;
}
self.addEventListener(
'fetch',
/**
* Triggered on fetch
* @param {FetchEvent} event
*/
(event) => {
const isNavigate = event.request.mode === 'navigate';
const url = event.request.url || '';
const referrer = event.request.referrer || '';
const base = referrer.slice(0, referrer.lastIndexOf('/') + 1);
const local = url.startsWith(base) ? url.replace(base, '') : '';
const isCacheable = FULL_CACHE.some((v) => v === local) || (base === referrer && base.endsWith(CACHED_FILES[0]));
if (isNavigate || isCacheable) {
event.respondWith((async () => {
// Try to use cache first
const cache = await caches.open(CACHE_NAME);
if (isNavigate) {
// Check if we have full cache during HTML page request.
/** @type {Response[]} */
const fullCache = await Promise.all(FULL_CACHE.map((name) => cache.match(name)));
const missing = fullCache.some((v) => v === undefined);
if (missing) {
try {
// Try network if some cached file is missing (so we can display offline page in case).
const response = await fetchAndCache(event, cache, isCacheable);
return response;
} catch (e) {
// And return the hopefully always cached offline page in case of network failure.
console.error('Network error: ', e); // eslint-disable-line no-console
return caches.match(OFFLINE_URL);
}
}
}
let cached = await cache.match(event.request);
if (cached != null) {
if (ENSURE_CROSSORIGIN_ISOLATION_HEADERS) {
cached = ensureCrossOriginIsolationHeaders(cached);
}
return cached;
}
// Try network if don't have it in cache.
const response = await fetchAndCache(event, cache, isCacheable);
return response;
})());
} else if (ENSURE_CROSSORIGIN_ISOLATION_HEADERS) {
event.respondWith((async () => {
let response = await fetch(event.request);
response = ensureCrossOriginIsolationHeaders(response);
return response;
})());
}
}
);
self.addEventListener('message', (event) => {
// No cross origin
if (event.origin !== self.origin) {
return;
}
const id = event.source.id || '';
const msg = event.data || '';
// Ensure it's one of our clients.
self.clients.get(id).then(function (client) {
if (!client) {
return; // Not a valid client.
}
if (msg === 'claim') {
self.skipWaiting().then(() => self.clients.claim());
} else if (msg === 'clear') {
caches.delete(CACHE_NAME);
} else if (msg === 'update') {
self.skipWaiting().then(() => self.clients.claim()).then(() => self.clients.matchAll()).then((all) => all.forEach((c) => c.navigate(c.url)));
}
});
});

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