Major milestone for issue #158 (Emscripten/WebAssembly build target): - Python 3.14 successfully initializes and runs in WASM - mcrfpy module loads and works correctly - Game scripts execute with full level generation - Entities (boulders, rats, cyclops, spawn points) placed correctly Key changes: - CMakeLists.txt: Add 2MB stack, Emscripten link options, preload files - platform.h: Add WASM-specific implementations for executable paths - HeadlessTypes.h: Make Texture/Font/Sound stubs return success - CommandLineParser.cpp: Guard filesystem operations for WASM - McRFPy_API.cpp: Add WASM path configuration, debug output - game.py: Make 'code' module import optional (not available in WASM) - wasm_stdlib/: Add minimal Python stdlib for WASM (~4MB) Build with: emmake make (from build-emscripten/) Test with: node mcrogueface.js Next steps: - Integrate VRSFML for actual WebGL rendering - Create HTML page to host WASM build - Test in actual browsers Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
41 lines
1,019 B
Python
41 lines
1,019 B
Python
""" Python 'oem' Codec for Windows
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"""
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# Import them explicitly to cause an ImportError
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# on non-Windows systems
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from codecs import oem_encode, oem_decode
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# for IncrementalDecoder, IncrementalEncoder, ...
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import codecs
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### Codec APIs
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encode = oem_encode
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def decode(input, errors='strict'):
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return oem_decode(input, errors, True)
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class IncrementalEncoder(codecs.IncrementalEncoder):
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def encode(self, input, final=False):
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return oem_encode(input, self.errors)[0]
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class IncrementalDecoder(codecs.BufferedIncrementalDecoder):
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_buffer_decode = oem_decode
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class StreamWriter(codecs.StreamWriter):
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encode = oem_encode
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class StreamReader(codecs.StreamReader):
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decode = oem_decode
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### encodings module API
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def getregentry():
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return codecs.CodecInfo(
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name='oem',
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encode=encode,
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decode=decode,
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incrementalencoder=IncrementalEncoder,
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incrementaldecoder=IncrementalDecoder,
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streamreader=StreamReader,
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streamwriter=StreamWriter,
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)
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