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leanCLR_gdext/scripts/build-web.sh
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2026-06-07 22:55:56 +08:00

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#!/usr/bin/env bash
# Build the Web (WASM) target.
# Requires Emscripten 3.1+ and Ninja on PATH.
# Run from the repo root.
set -euo pipefail
REPO_ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
cd "$REPO_ROOT"
if [ ! -f "thirdparty/leanclr/CMakeLists.txt" ]; then
git submodule update --init --recursive
fi
# Re-apply the LeanCLR NotImplemented patch if needed.
if grep -q "LEANCLR_FATAL_ON_RAISE_NOT_IMPLEMENTED_ERROR 1" \
thirdparty/leanclr/src/runtime/build_config.h 2>/dev/null; then
echo "[build-web] Re-applying leanclr NotImplemented patch..."
sed -i 's/LEANCLR_FATAL_ON_RAISE_NOT_IMPLEMENTED_ERROR 1/LEANCLR_FATAL_ON_RAISE_NOT_IMPLEMENTED_ERROR 0/' \
thirdparty/leanclr/src/runtime/build_config.h
fi
# Find the Emscripten toolchain. Override via $EMSDK_TOOLCHAIN if your install
# is in a non-default location.
if [ -z "${EMSDK_TOOLCHAIN:-}" ]; then
if command -v emcc >/dev/null 2>&1; then
# `which emcc` may resolve to either <emsdk>/upstream/emscripten/emcc
# (POSIX) or <emsdk>/upstream/bin/emcc.bat (Windows launcher). Walk up
# until we find a directory that contains cmake/Modules/Platform/.
EMCC_PATH="$(command -v emcc)"
d="$(dirname "$EMCC_PATH")"
for _ in 1 2 3 4 5 6 7 8; do
candidate="$d/cmake/Modules/Platform/Emscripten.cmake"
if [ -f "$candidate" ]; then
EMSDK_TOOLCHAIN="$candidate"
break
fi
d="$(dirname "$d")"
done
fi
fi
if [ -z "${EMSDK_TOOLCHAIN:-}" ] || [ ! -f "$EMSDK_TOOLCHAIN" ]; then
echo "[build-web] Emscripten toolchain not found. Set EMSDK_TOOLCHAIN to the" >&2
echo "[build-web] full path of Emscripten.cmake, e.g.:" >&2
echo "[build-web] <emsdk>/upstream/emscripten/cmake/Modules/Platform/Emscripten.cmake" >&2
exit 1
fi
echo "[build-web] Using toolchain: $EMSDK_TOOLCHAIN"
# Configure (first pass — fetches godot-cpp). Single-threaded is forced by
# the CMakeLists's own if(EMSCRIPTEN) block (GODOTCPP_THREADS=OFF, -O1).
cmake -S . -B build-web -G Ninja \
-DCMAKE_TOOLCHAIN_FILE="$EMSDK_TOOLCHAIN" \
-DCMAKE_BUILD_TYPE=Release
# Generate bindings (uses the same extension_api.json path, just inside build-web/).
python3 tools/binding_generator/generate_bindings.py \
--api build-web/_deps/godot-cpp-src/gdextension/extension_api.json
# Re-configure so the generated cpp is part of the target, then build.
cmake -S . -B build-web -G Ninja \
-DCMAKE_TOOLCHAIN_FILE="$EMSDK_TOOLCHAIN" \
-DCMAKE_BUILD_TYPE=Release
cmake --build build-web --target leanclr_godot
# Managed C# (same output dir as the desktop build).
dotnet msbuild managed/GodotSharpCompat/GodotSharpCompat.csproj -p:Configuration=Debug
dotnet msbuild project/Game.csproj -p:Configuration=Debug
echo "[build-web] Done. Output:"
echo "[build-web] project/bin/Release/libleanclr_godot.wasm"
echo "[build-web] Export the project for Web in the Godot editor to run."