On Tue, Nov 15, 2011 at 2:15 PM, Evgeniy Stepanov <[email protected]> wrote: > Hi, > > I've published NativeClient port of Wesnoth 1.9.9 here: > https://chrome.google.com/webstore/detail/pobnonecghmlpppkkjpdiiblmakhhldb > > NativeClient is a technology that allows running native code securely > inside a browser. At the moment it is available in Chromium, starting > with M15 (current stable).
hmm interesting... > > This port works by on-demand downloading the game data and caching it > in an HTML5 local filesystem. A custom version of SDL library is used > to do video/audio/input to and from the browser. We use nacl-mounts > library to implement POSIX file i/o on top of HTML5 file i/o and > xmlHttpRequest interfaces. As a result, changes to Wesnoth codebase > are minimal. > minimal indeed, here are a couple of remarks... * you renamed the main() function, I didn't check, but isn't it needed for normal build ? you might have forgoten to ifdef it... * you have a big list of all data files (proably the ones that need to be uploaded from the server) I guess it's autogenerated... if not i'm pretty worried it will never be up to date... * would it be possible for a user to replace one of the data files/overwrite with local copy ? (I am thinking of it as a tool to allow our artistic devs to run trunk easily without compiling it) * does on-demand means that each time a player launches wesnoth he will download the whole game data ? if yes that could hit our servers badly... would it be possible to at least cache that data locally ? > At the moment the game lacks some features of the desktop variant. It > runs in a fixed resolution (no fullscreen), downloaded content and > network play are not supported. This is all doable with a reasonable > amount of work. Network support would require adding websocket support > to the Wesnoth server, in addition to raw tcp (or is it udp?). > it's TCP. I don't think adding websocket would be a problem if you provide a patch... however I think we are in feature freeze for 1.9.x > > Would you like to have this in the main Wesnoth repo? > on principle that sounds like a good idea, it's always good to have as much code as possible in the main repo, however I can only speak in my name, and Ivanovic is probably the one with the most visibility on packaging/ports problems... Boucman _______________________________________________ Wesnoth-dev mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-dev
