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edd0028270
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| edd0028270 | |||
| af2eaf7a99 | |||
| 5ce5b5779a |
5 changed files with 349 additions and 2 deletions
123
.gitea/workflows/ci.yaml
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123
.gitea/workflows/ci.yaml
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@ -0,0 +1,123 @@
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name: CI
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on:
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push:
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branches: [master]
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pull_request:
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branches: [master]
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jobs:
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build-and-test:
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runs-on: ubuntu-latest
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steps:
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- name: Checkout
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uses: actions/checkout@v4
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with:
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submodules: recursive
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- name: Install build dependencies
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run: |
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sudo apt-get update
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sudo apt-get install -y \
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build-essential cmake git \
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zlib1g-dev libx11-dev libxrandr-dev libxcursor-dev \
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libfreetype-dev libudev-dev libvorbis-dev libflac-dev \
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libgl-dev libopenal-dev
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- name: Check for pre-built libraries
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run: |
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if [ ! -d "__lib" ]; then
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echo "::error::__lib/ directory not found. Pre-built libraries must be available on the runner."
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echo "See BUILD_FROM_SOURCE.md for instructions on building dependencies."
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exit 1
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fi
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- name: Build (Release)
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run: make linux
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- name: Run tests (Release)
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run: cd tests && python3 run_tests.py -v
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debug-test:
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runs-on: ubuntu-latest
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steps:
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- name: Checkout
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uses: actions/checkout@v4
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with:
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submodules: recursive
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- name: Install build dependencies
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run: |
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sudo apt-get update
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sudo apt-get install -y \
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build-essential cmake git \
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zlib1g-dev libx11-dev libxrandr-dev libxcursor-dev \
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libfreetype-dev libudev-dev libvorbis-dev libflac-dev \
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libgl-dev libopenal-dev
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- name: Check for debug libraries
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run: |
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if [ ! -d "__lib_debug" ]; then
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echo "::error::__lib_debug/ directory not found. Build debug Python first: tools/build_debug_python.sh"
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exit 1
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fi
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- name: Build and test (debug Python)
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run: make debug-test
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asan-test:
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runs-on: ubuntu-latest
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if: github.event_name == 'pull_request'
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steps:
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- name: Checkout
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uses: actions/checkout@v4
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with:
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submodules: recursive
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- name: Install build dependencies
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run: |
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sudo apt-get update
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sudo apt-get install -y \
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build-essential cmake git \
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zlib1g-dev libx11-dev libxrandr-dev libxcursor-dev \
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libfreetype-dev libudev-dev libvorbis-dev libflac-dev \
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libgl-dev libopenal-dev
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- name: Check for debug libraries
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run: |
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if [ ! -d "__lib_debug" ]; then
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echo "::error::__lib_debug/ directory not found. Build debug Python first: tools/build_debug_python.sh"
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exit 1
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fi
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- name: Build and test (ASan + UBSan)
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run: make asan-test
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valgrind-test:
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runs-on: ubuntu-latest
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if: github.event_name == 'pull_request'
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steps:
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- name: Checkout
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uses: actions/checkout@v4
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with:
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submodules: recursive
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- name: Install build dependencies
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run: |
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sudo apt-get update
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sudo apt-get install -y \
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build-essential cmake git valgrind \
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zlib1g-dev libx11-dev libxrandr-dev libxcursor-dev \
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libfreetype-dev libudev-dev libvorbis-dev libflac-dev \
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libgl-dev libopenal-dev
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- name: Check for debug libraries
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run: |
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if [ ! -d "__lib_debug" ]; then
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echo "::error::__lib_debug/ directory not found. Build debug Python first: tools/build_debug_python.sh"
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exit 1
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fi
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- name: Build and test (Valgrind memcheck)
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run: make valgrind-test
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timeout-minutes: 30
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@ -311,6 +311,8 @@ make serve # Serve at http://localhost:8080
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|--------|------------------|---------|
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| `make wasm` | `build-emscripten/` | Full game with all scripts/assets |
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| `make playground` | `build-playground/` | Minimal REPL build for interactive testing |
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| `make wasm-debug` | `build-wasm-debug/` | Debug build with DWARF symbols and source maps |
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| `make playground-debug` | `build-playground-debug/` | Debug playground with DWARF and source maps |
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### Rendering Backend Selection
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@ -28,6 +28,7 @@ option(MCRF_SANITIZE_ADDRESS "Build with AddressSanitizer" OFF)
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option(MCRF_SANITIZE_UNDEFINED "Build with UBSan" OFF)
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option(MCRF_SANITIZE_THREAD "Build with ThreadSanitizer" OFF)
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option(MCRF_DEBUG_PYTHON "Link against debug CPython from __lib_debug/" OFF)
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option(MCRF_WASM_DEBUG "Build WASM with DWARF debug info and source maps" OFF)
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# Validate mutually exclusive sanitizers
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if(MCRF_SANITIZE_ADDRESS AND MCRF_SANITIZE_THREAD)
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@ -398,6 +399,17 @@ if(EMSCRIPTEN)
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message(STATUS "Emscripten SDL2 options enabled: -sUSE_SDL=2 -sUSE_SDL_MIXER=2 -sFULL_ES2=1 -sUSE_FREETYPE=1")
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endif()
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# WASM debug builds: DWARF symbols, source maps, symbol map for stack traces
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if(MCRF_WASM_DEBUG)
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list(APPEND EMSCRIPTEN_LINK_OPTIONS
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-g4
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-gsource-map
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--emit-symbol-map
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)
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target_compile_options(mcrogueface PRIVATE -g4)
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message(STATUS "Emscripten debug enabled: DWARF (-g4), source maps, symbol map")
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endif()
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target_link_options(mcrogueface PRIVATE ${EMSCRIPTEN_LINK_OPTIONS})
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# Output as HTML to use the shell file
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52
Makefile
52
Makefile
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@ -27,7 +27,7 @@
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# Tags HEAD with current version, builds all packages, bumps to NEXT_VERSION
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.PHONY: all linux windows windows-debug clean clean-windows clean-dist run
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.PHONY: wasm wasm-game playground serve serve-game serve-playground clean-wasm
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.PHONY: wasm wasm-game wasm-debug playground playground-debug serve serve-game serve-playground clean-wasm
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.PHONY: package-windows-light package-windows-full package-linux-light package-linux-full package-all
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.PHONY: version-bump
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.PHONY: debug debug-test asan asan-test valgrind-test massif-test analyze clean-debug
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@ -273,7 +273,55 @@ serve-demo:
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clean-wasm:
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@echo "Cleaning Emscripten builds..."
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@rm -rf build-emscripten build-playground build-wasm-game build-wasm-demo
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@rm -rf build-emscripten build-playground build-wasm-game build-wasm-demo build-wasm-debug build-playground-debug
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wasm-debug:
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@if ! command -v emcmake >/dev/null 2>&1; then \
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echo "Error: emcmake not found. Run 'source ~/emsdk/emsdk_env.sh' first."; \
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exit 1; \
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fi
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@if [ ! -f build-wasm-debug/Makefile ]; then \
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echo "Configuring WebAssembly debug build (DWARF + source maps)..."; \
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mkdir -p build-wasm-debug; \
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cd build-wasm-debug && emcmake cmake .. \
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-DCMAKE_BUILD_TYPE=Debug \
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-DMCRF_SDL2=ON \
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-DMCRF_WASM_DEBUG=ON; \
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fi
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@echo "Building McRogueFace for WebAssembly (debug)..."
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@emmake make -C build-wasm-debug -j$(JOBS)
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@echo "Debug WASM build complete! Files in build-wasm-debug/"
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@echo "Debug artifacts: .wasm.map (source map), .symbols (symbol map)"
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@echo "Run 'make serve-wasm-debug' to test locally"
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serve-wasm-debug:
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@echo "Serving debug WASM build at http://localhost:8080"
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@echo "Press Ctrl+C to stop"
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@cd build-wasm-debug && python3 -m http.server 8080
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playground-debug:
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@if ! command -v emcmake >/dev/null 2>&1; then \
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echo "Error: emcmake not found. Run 'source ~/emsdk/emsdk_env.sh' first."; \
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exit 1; \
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fi
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@if [ ! -f build-playground-debug/Makefile ]; then \
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echo "Configuring Playground debug build (DWARF + source maps)..."; \
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mkdir -p build-playground-debug; \
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cd build-playground-debug && emcmake cmake .. \
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-DCMAKE_BUILD_TYPE=Debug \
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-DMCRF_SDL2=ON \
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-DMCRF_PLAYGROUND=ON \
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-DMCRF_WASM_DEBUG=ON; \
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fi
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@echo "Building McRogueFace Playground for WebAssembly (debug)..."
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@emmake make -C build-playground-debug -j$(JOBS)
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@echo "Playground debug build complete! Files in build-playground-debug/"
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@echo "Run 'make serve-playground-debug' to test locally"
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serve-playground-debug:
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@echo "Serving debug Playground build at http://localhost:8080"
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@echo "Press Ctrl+C to stop"
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@cd build-playground-debug && python3 -m http.server 8080
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# Current version extracted from source
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CURRENT_VERSION := $(shell grep 'MCRFPY_VERSION' src/McRogueFaceVersion.h | sed 's/.*"\(.*\)"/\1/')
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|
|
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162
docs/WASM_TROUBLESHOOTING.md
Normal file
162
docs/WASM_TROUBLESHOOTING.md
Normal file
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@ -0,0 +1,162 @@
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# WASM / Emscripten Troubleshooting Guide
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Practical solutions for common issues when building, testing, and deploying McRogueFace as a WebAssembly application.
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## Build Issues
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### "emcmake not found"
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The Emscripten SDK must be activated in your current shell before building:
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```bash
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source ~/emsdk/emsdk_env.sh
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make wasm
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```
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This sets `PATH`, `EMSDK`, and other environment variables. You need to re-run it for each new terminal session.
|
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### Build fails during CMake configure
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If CMake fails during the Emscripten configure step, delete the build directory and re-configure:
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|
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```bash
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rm -rf build-emscripten
|
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make wasm
|
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```
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||||
|
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The Makefile targets skip CMake if a `Makefile` already exists in the build directory. Stale CMake caches from a prior SDK version or changed options cause configure errors.
|
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|
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### "memory access out of bounds" at startup
|
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|
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Usually caused by insufficient stack or memory. The build defaults to a 2 MB stack (`-sSTACK_SIZE=2097152`) and growable heap (`-sALLOW_MEMORY_GROWTH=1`). If you hit stack limits with deep recursion (e.g. during Python import), increase the stack size in `CMakeLists.txt`:
|
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|
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```cmake
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-sSTACK_SIZE=4194304 # 4 MB
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||||
```
|
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|
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### Link errors about undefined symbols
|
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The Emscripten build uses `-sERROR_ON_UNDEFINED_SYMBOLS=0` because some libc/POSIX symbols are stubbed. If you add new C++ code that calls missing POSIX APIs, you will get a runtime error rather than a link error. Check the browser console for `Aborted(Assertion failed: missing function: ...)`.
|
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|
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## Runtime Issues
|
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### Python import errors
|
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|
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The WASM build bundles a filtered Python stdlib at build time via `--preload-file`. If a Python module is missing at runtime:
|
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|
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1. Check `wasm_stdlib/lib/` — this is the preloaded stdlib tree
|
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2. If the module should be included, add it to `tools/stdlib_modules.yaml` under the appropriate category
|
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3. Rebuild: `rm -rf build-emscripten && make wasm`
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Some modules (like `socket`, `ssl`, `multiprocessing`) are intentionally excluded because they require OS features unavailable in the browser.
|
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|
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### "Synchronous XMLHttpRequest on the main thread is deprecated"
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This warning appears when Python code triggers synchronous file I/O during module import. It's harmless but can cause slight UI freezes. The engine preloads all files into Emscripten's virtual filesystem before Python starts, so actual network requests don't happen.
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|
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### IndexedDB / persistent storage errors
|
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The build uses `-lidbfs.js` for persistent storage (save games, user preferences). Common issues:
|
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- **"mkdir failed" on first load**: The engine calls `FS.mkdir('/idbfs')` during initialization. If the path already exists from a prior version, this fails silently. The `emscripten_pre.js` file patches this.
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- **Data not persisting**: Call `FS.syncfs(false, callback)` from JavaScript to flush changes to IndexedDB. The C++ side exposes `sync_storage()` via `Module.ccall`.
|
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- **Private browsing**: IndexedDB is unavailable in some private/incognito modes. The engine falls back gracefully but data won't persist.
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### Black screen / no rendering
|
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Check the browser's developer console (F12) for errors. Common causes:
|
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|
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- **WebGL 2 not supported**: The build requires WebGL 2 (`-sMIN_WEBGL_VERSION=2`). Very old browsers or software renderers may not support it.
|
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- **Canvas size is zero**: If the HTML container has no explicit size, the canvas may render at 0x0. The custom `shell.html` handles this, but custom embedding needs to set canvas dimensions.
|
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- **Exception during init**: A Python error during `game.py` execution will abort rendering. Check console for Python tracebacks.
|
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|
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### Audio not working
|
||||
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Audio is stubbed in the WASM build. `SoundBuffer`, `Sound`, and `Music` objects exist but do nothing. This is documented in the Web Build Constraints table in CLAUDE.md.
|
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|
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## Debugging
|
||||
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### Enable debug builds
|
||||
|
||||
Use the debug WASM targets for full DWARF symbols and source maps:
|
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|
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```bash
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make wasm-debug # Full game with debug info
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make playground-debug # REPL with debug info
|
||||
```
|
||||
|
||||
These produce larger binaries but enable:
|
||||
- **Source-level debugging** in Chrome DevTools (via DWARF and source maps)
|
||||
- **Readable stack traces** (via `--emit-symbol-map`)
|
||||
|
||||
### Reading WASM stack traces
|
||||
|
||||
Production WASM stack traces show mangled names like `$_ZN7UIFrame6renderEv`. To demangle:
|
||||
|
||||
1. Use the debug build which emits a `.symbols` file
|
||||
2. Or pipe through `c++filt`: `echo '_ZN7UIFrame6renderEv' | c++filt`
|
||||
3. Or use Chrome's DWARF extension for inline source mapping
|
||||
|
||||
### Browser developer tools
|
||||
|
||||
- **Chrome**: DevTools > Sources > shows C++ source files with DWARF debug builds
|
||||
- **Firefox**: Debugger > limited DWARF support, better with source maps
|
||||
- **Console**: All `printf`/`std::cout` output goes to the browser console
|
||||
- **Network**: Check that `.data` (preloaded files) and `.wasm` loaded successfully
|
||||
- **Memory**: Use Chrome's Memory tab to profile WASM heap usage
|
||||
|
||||
### Assertions
|
||||
|
||||
The build enables `-sASSERTIONS=2` and `-sSTACK_OVERFLOW_CHECK=2` by default (both debug and release). These catch:
|
||||
- Null pointer dereferences in WASM memory
|
||||
- Stack overflow before it corrupts the heap
|
||||
- Invalid Emscripten API usage
|
||||
|
||||
## Deployment
|
||||
|
||||
### File sizes
|
||||
|
||||
Typical build sizes:
|
||||
|
||||
| Build | .wasm | .data | .js | Total |
|
||||
|-------|-------|-------|-----|-------|
|
||||
| Release | ~15 MB | ~25 MB | ~200 KB | ~40 MB |
|
||||
| Debug | ~40 MB | ~25 MB | ~300 KB | ~65 MB |
|
||||
|
||||
The `.data` file contains the Python stdlib and game assets. Use the "light" stdlib preset to reduce it.
|
||||
|
||||
### Serving requirements
|
||||
|
||||
WASM files require specific HTTP headers:
|
||||
- `Content-Type: application/wasm` for `.wasm` files
|
||||
- CORS headers if serving from a CDN
|
||||
|
||||
The `make serve` targets use Python's `http.server` which handles MIME types correctly for local development.
|
||||
|
||||
### Embedding in custom pages
|
||||
|
||||
The build produces an HTML file from `shell.html` (or `shell_game.html`). To embed in your own page, you need:
|
||||
|
||||
1. The `.js`, `.wasm`, and `.data` files from the build directory
|
||||
2. A canvas element with `id="canvas"`
|
||||
3. Load the `.js` file, which bootstraps everything:
|
||||
|
||||
```html
|
||||
<canvas id="canvas" width="1024" height="768"></canvas>
|
||||
<script src="mcrogueface.js"></script>
|
||||
```
|
||||
|
||||
### Game shell vs playground shell
|
||||
|
||||
- `make wasm` / `make wasm-game`: Uses `shell.html` or `shell_game.html` — includes REPL widget or fullscreen canvas
|
||||
- `make playground`: Uses `shell.html` with REPL chrome — intended for interactive testing
|
||||
- Set `MCRF_GAME_SHELL=ON` in CMake for fullscreen-only (no REPL)
|
||||
|
||||
## Known Limitations
|
||||
|
||||
1. **No dynamic module loading**: All Python modules must be preloaded at build time
|
||||
2. **No threading**: JavaScript is single-threaded; Python's `threading` module is non-functional
|
||||
3. **No filesystem writes to disk**: Writes go to an in-memory filesystem (optionally synced to IndexedDB)
|
||||
4. **No audio**: Sound API is fully stubbed
|
||||
5. **No ImGui console**: The debug overlay is desktop-only
|
||||
6. **Input differences**: Some keyboard shortcuts are intercepted by the browser (Ctrl+W, F5, etc.)
|
||||
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