Thanks Alon, for the very useful advice.
I still cannot completely run the Unity WebGL benchmark in pure JS shell, 
because there're too many things relying on the browser.... But thank you 
very much!

在 2016年9月15日星期四 UTC+8上午1:22:08,Alon Zakai写道:
>
> Yes, embedding the file is the simplest thing. (Very large files might be 
> an issue, though, NODEFS might help in the shell.)
>
> On Wed, Sep 14, 2016 at 12:08 AM, <ziwu...@gmail.com <javascript:>> wrote:
>
>> Also from my web search it seems that I should use "--embed-file" instead 
>> of "--preload-file" to get rid of the XMLHttpRequest in file system, since 
>> I'm outside the browser environment... Is this the recommended way?
>>
>> 在 2016年9月14日星期三 UTC+8上午1:03:22,Alon Zakai写道:
>>>
>>> HEADLESS is very partial, yes. It's basically enough to run basic GL 
>>> apps, and I made sure BananaBread can run. That was useful for testing. But 
>>> for other things it's likely more things would need to be added.
>>>
>>> What is your goal, btw?
>>>
>>> On Tue, Sep 13, 2016 at 1:50 AM, <ziwu...@gmail.com> wrote:
>>>
>>>> Hi
>>>>
>>>> I noticed that there is a HEADLESS option in setting.js, which says to 
>>>> "shim code that tries to 'fake' a browser environment", and seems to add 
>>>> src/headless.js and src/headlessCanvas.js to the generated js file.
>>>> I tried it on the Unity3D WebGL build, but found that there are still 
>>>> many "undefined" functions and variables, for example some WebGL function 
>>>> calls, XMLHttpRequest and other dom nodes...
>>>>
>>>> Do we have any other flags or setting or tools, to help run the complex 
>>>> browser program in JS shell?
>>>> Or is it possible to improve the HEADLESS=1 option to do so?
>>>>
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