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69118d063f
This means that pressing Refresh button and adding servers manually now uses TCP. The master-server and initial scan are still UDP as they will be replaced by Game Coordinator; no need to change this now. If we query a server that is too old, show a proper warning to the user informing him the server is too old. |
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.. | ||
cmake | ||
Dockerfile | ||
emsdk-liblzma.patch | ||
loading.png | ||
pre.js | ||
README.md | ||
shell.html |
How to build with Emscripten
Building with Emscripten works with emsdk 2.0.10 and above.
Currently there is no LibLZMA support upstream; for this we suggest to apply the provided patch in this folder to your emsdk installation.
For convenience, a Dockerfile is supplied that does this patches for you against upstream emsdk docker. Best way to use it:
Build the docker image:
docker build -t emsdk-lzma .
Build the host tools first:
mkdir build-host
docker run -it --rm -v $(pwd):$(pwd) -u $(id -u):$(id -g) --workdir $(pwd)/build-host emsdk-lzma cmake .. -DOPTION_TOOLS_ONLY=ON
docker run -it --rm -v $(pwd):$(pwd) -u $(id -u):$(id -g) --workdir $(pwd)/build-host emsdk-lzma make -j5 tools
Next, build the game with emscripten:
mkdir build
docker run -it --rm -v $(pwd):$(pwd) -u $(id -u):$(id -g) --workdir $(pwd)/build emsdk-lzma emcmake cmake .. -DHOST_BINARY_DIR=$(pwd)/build-host -DCMAKE_BUILD_TYPE=RelWithDebInfo -DOPTION_USE_ASSERTS=OFF
docker run -it --rm -v $(pwd):$(pwd) -u $(id -u):$(id -g) --workdir $(pwd)/build emsdk-lzma emmake make -j5
And now you have in your build folder files like "openttd.html".
To run it locally, you would have to start a local webserver, like:
cd build
python3 -m http.server
Now you can play the game via http://127.0.0.1:8000/openttd.html .