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HTML5 - downgrading emscripten back to 1.38.20
- engine changes to use 1.38.20 toolchain #jira UE-69753 Multithreaded HTML5 loads into a black screen #rnx #rb none #ROBOMERGE-OWNER: lina.halper #ROBOMERGE-AUTHOR: nick.shin #ROBOMERGE-SOURCE: CL 4981071 in //UE4/Release-4.22/... via CL 4981072 #ROBOMERGE-BOT: ANIM (Main -> Dev-Anim) [CL 5042427 by nick shin in Dev-Anim branch]
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@@ -149,13 +149,13 @@ public class HTML5Platform : Platform
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File.Copy( SrcUE4GameBasename + ".js.mem", UE4GameBasename + ".js.mem", true);
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File.SetAttributes(UE4GameBasename + ".js.mem", FileAttributes.Normal);
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File.Copy( SrcUE4GameBasename + ".worker.js", UE4GameBasename + ".worker.js", true);
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File.SetAttributes(UE4GameBasename + ".worker.js", FileAttributes.Normal);
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File.Copy(Path.Combine(Path.GetDirectoryName(_ProjectFullpath), "pthread-main.js"), Path.Combine(PackagePath, "pthread-main.js"), true);
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File.SetAttributes(Path.Combine(PackagePath, "pthread-main.js"), FileAttributes.Normal);
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}
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else
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{
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// nuke possibly old deployed .worker.js, which is not needed for singlethreaded build.
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File.Delete(UE4GameBasename + ".worker.js");
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// nuke possibly old deployed pthread-main.js, which is not needed for singlethreaded build.
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File.Delete(Path.Combine(PackagePath, "pthread-main.js"));
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}
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}
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// else, c++ projects will compile "to" PackagePath
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@@ -249,7 +249,7 @@ public class HTML5Platform : Platform
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if (enableMultithreading)
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{
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CompressionTasks.Add(Task.Factory.StartNew(() => CompressFile(UE4GameBasename + ".js.mem", UE4GameBasename + ".js.memgz"))); // mem init file
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CompressionTasks.Add(Task.Factory.StartNew(() => CompressFile(UE4GameBasename + ".worker.js", UE4GameBasename + ".worker.jsgz"))); // pthread file
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CompressionTasks.Add(Task.Factory.StartNew(() => CompressFile(PackagePath + "/pthread-main.js", PackagePath + "/pthread-main.jsgz"))); // pthread file
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}
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Task.WaitAll(CompressionTasks.ToArray());
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}
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@@ -262,7 +262,7 @@ public class HTML5Platform : Platform
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File.Delete(UE4GameBasename + ".jsgz");
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File.Delete(UE4GameBasename + ".js.symbolsgz");
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File.Delete(UE4GameBasename + ".js.memgz");
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File.Delete(UE4GameBasename + ".worker.jsgz");
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File.Delete(PackagePath + "/pthread-main.jsgz");
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File.Delete(PackagePath + "/Utility.jsgz");
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File.Delete(ProjectBasename + ".datagz");
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File.Delete(ProjectBasename + ".data.jsgz");
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@@ -516,7 +516,7 @@ public class HTML5Platform : Platform
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if (enableMultithreading)
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{
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SC.ArchiveFiles(PackagePath, UE4GameBasename + ".js.mem"); // memory init file
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SC.ArchiveFiles(PackagePath, UE4GameBasename + ".worker.js");
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SC.ArchiveFiles(PackagePath, "pthread-main.js");
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}
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// Archive HTML5 Server and a Readme.
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@@ -541,7 +541,7 @@ public class HTML5Platform : Platform
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if (enableMultithreading)
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{
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SC.ArchiveFiles(PackagePath, UE4GameBasename + ".js.memgz");
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SC.ArchiveFiles(PackagePath, UE4GameBasename + ".worker.jsgz");
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SC.ArchiveFiles(PackagePath, "pthread-main.jsgz");
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}
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}
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else
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@@ -550,7 +550,7 @@ public class HTML5Platform : Platform
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File.Delete(UE4GameBasename + ".wasmgz");
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File.Delete(UE4GameBasename + ".jsgz");
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File.Delete(UE4GameBasename + ".js.symbolsgz");
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File.Delete(UE4GameBasename + ".worker.jsgz");
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File.Delete("pthread-main.jsgz");
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File.Delete("Utility.jsgz");
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File.Delete(ProjectBasename + ".datagz");
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File.Delete(ProjectBasename + ".data.jsgz");
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