Files
vpinball-wasm/scripts/build.sh
T
valknar a5e5b6f34a Phase A/B: fix the game loop and trim the asset payload
Phase A (the hard blocker): the engine now plays a real table live in
the browser via a real per-frame game loop, not just a static render.

Two real, previously-unknown upstream bugs found and fixed along the way:
- RenderDevice::WaitForVSync() unconditionally spawned a real std::thread
  every frame, even on __STANDALONE__ builds - a hard crash under
  Emscripten's single-threaded runtime (0003).
- The desktop game loop is a blocking native while loop with manual
  uSleep throttling, incompatible with a single-threaded WASM main
  thread. Adds Player::EmscriptenStepFrame() (one frame, no internal
  loop) driven by emscripten_set_main_loop, plus new JS-callable
  lifecycle entry points (vpinball_wasm_start/stop/dispose in the new
  src/core/EmscriptenBridge.cpp) that bypass the desktop main()/WinMain()
  chain entirely, since that chain assumes the process runs exactly one
  table to completion then exits (0004).

Verified end-to-end in Chrome: real .vpx load, real shader compilation,
real physics/script engine init, a real running frame loop (observed
advancing), and a clean stop() -> ~Player() teardown mid-session with
no crash or hang.

Phase B: trims the preloaded asset payload from ~51MB to ~11MB by
excluding editor-only bundled example tables and a Monaco code editor
never used by the player runtime, and adds real link-time optimization
(-O2 --closure 1) and --use-preload-cache for repeat visits.
2026-08-22 16:06:17 +02:00

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#!/usr/bin/env bash
# Configures and builds vpinball itself for the new GL-emscripten CMake
# target, producing dist/vpinball.{js,wasm}.
#
# Requires: scripts/setup.sh and scripts/build-deps.sh have already run.
set -euo pipefail
ROOT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
source "$ROOT_DIR/scripts/versions.sh"
VPINBALL_DIR="$ROOT_DIR/vendor/vpinball"
DEPS_DIR="$ROOT_DIR/build/deps-wasm32"
BUILD_DIR="$ROOT_DIR/build/vpinball-wasm"
DIST_DIR="$ROOT_DIR/dist"
BUILD_TYPE="Release"
if [ "${1:-}" = "--debug" ]; then
BUILD_TYPE="Debug"
fi
if [ ! -d "$VPINBALL_DIR" ]; then
echo "ERROR: vendor/vpinball missing. Run scripts/setup.sh first." >&2
exit 1
fi
if [ ! -d "$DEPS_DIR/lib" ] || [ -z "$(ls -A "$DEPS_DIR/lib" 2>/dev/null)" ]; then
echo "ERROR: build/deps-wasm32 missing/empty. Run scripts/build-deps.sh first." >&2
exit 1
fi
if ! command -v emcc >/dev/null 2>&1; then
echo "ERROR: emcc not on PATH. Run: source $ROOT_DIR/emsdk/emsdk_env.sh" >&2
exit 1
fi
NUM_PROCS="$(nproc 2>/dev/null || sysctl -n hw.ncpu 2>/dev/null || echo 4)"
EMSCRIPTEN_LINK_FLAGS=(
-sUSE_WEBGL2=1
-sFULL_ES3=1
-sMIN_WEBGL_VERSION=2
-sMAX_WEBGL_VERSION=2
-sALLOW_MEMORY_GROWTH=1
-sMODULARIZE=1
-sEXPORT_NAME=VPinballModule
-sENVIRONMENT=web
-sEXPORTED_RUNTIME_METHODS=FS,ccall,cwrap
-sFORCE_FILESYSTEM=1
-sEXPORTED_FUNCTIONS=_main,_vpinball_wasm_start,_vpinball_wasm_stop,_vpinball_wasm_dispose
-sEXIT_RUNTIME=0
--use-preload-cache
)
if [ "$BUILD_TYPE" = "Debug" ]; then
EMSCRIPTEN_LINK_FLAGS+=(-sASSERTIONS=1 -O0)
else
# CMAKE_BUILD_TYPE=Release only optimizes the compile step; emcc's link
# step needs its own -O level to actually run wasm-opt/dead-code
# elimination and (with --closure) minify the JS glue.
EMSCRIPTEN_LINK_FLAGS+=(-O2 --closure 1)
fi
emcmake cmake \
-S "$VPINBALL_DIR" \
-B "$BUILD_DIR" \
-DRENDERER=GL \
-DPLATFORM=emscripten \
-DARCH=wasm32 \
-DCMAKE_BUILD_TYPE="$BUILD_TYPE" \
-DVPINBALL_WASM_DEPS_DIR="$DEPS_DIR" \
-DCMAKE_EXE_LINKER_FLAGS="${EMSCRIPTEN_LINK_FLAGS[*]}"
cmake --build "$BUILD_DIR" -- -j"$NUM_PROCS"
mkdir -p "$DIST_DIR"
cp "$BUILD_DIR"/vpinball.js "$DIST_DIR/" 2>/dev/null || true
cp "$BUILD_DIR"/vpinball.wasm "$DIST_DIR/" 2>/dev/null || true
cp "$BUILD_DIR"/vpinball.data "$DIST_DIR/" 2>/dev/null || true
mkdir -p "$ROOT_DIR/package/assets"
cp "$VPINBALL_DIR/tests/assets/test000-default-table.vpx" "$ROOT_DIR/package/assets/default.vpx" 2>/dev/null || true
echo ""
echo "== build.sh complete =="
ls -la "$DIST_DIR"