ClassiCube/doc/hosting-webclient.md

4.2 KiB

So you want to host your own version of the webclient? It's pretty easy to do, you need 3 files:

  1. A web page to initialise the .js and display the game
  2. The game .js file
  3. The default texture pack

Example setup

For example, let's assume our site is setup like this:

  • example.com/play.html
  • example.com/static/classisphere.js
  • example.com/static/default.zip

For simplicitly,

  1. Download cs.classicube.net/c_client/latest/ClassiCube.js, then upload it to static/classisphere.js on the webserver
  2. Download classicube.net/static/default.zip, then upload it to static/default.zip on the webserver

The play.html page is the trickiest part, because how to implement this is website-specific. (depends on how your website is styled, what webserver you use, what programming language is used to generate the html, etc)

Embedding the game in play.html

You are required to have this HTML code somewhere in the page:

<!-- the canvas *must not* have any border or padding, or mouse coords will be wrong -->
<canvas id="canvas" style="display:block; border:0; padding:0; background-color: black;" 
		oncontextmenu="event.preventDefault()" tabindex=-1></canvas>
<span id="logmsg"></span>

<script type='text/javascript'>
  // need to load IndexedDB before running the game
  function preloadIndexedDB() {
    addRunDependency('load-idb');
    FS.mkdir('/classicube');
    FS.mount(IDBFS, {}, '/classicube');
    FS.syncfs(true, function(err) {
        if (err) window.cc_idbErr = err;
        removeRunDependency('load-idb');
    })
  }
  
  var Module = {
    preRun: [ preloadIndexedDB ],
    postRun: [],
    arguments: [ {username}, {mppass}, {server ip}, {server port} ],
    print: function(text) {
      if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
      console.log(text);
    },
    printErr: function(text) {
      if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
      console.error(text);
    },
    canvas: (function() { return document.getElementById('canvas'); })(),
    setStatus: function(text) {
      console.log(text);
      document.getElementById('logmsg').innerHTML = text;
    },
    totalDependencies: 0,
    monitorRunDependencies: function(left) {
      this.totalDependencies = Math.max(this.totalDependencies, left);
      Module.setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.');
    }
  };
  Module.setStatus('Downloading...');
  window.onerror = function(msg) {
    // TODO: do not warn on ok events like simulating an infinite loop or exitStatus
    Module.setStatus('Exception thrown, see JavaScript console (' + msg + ')');
    Module.setStatus = function(text) {
      if (text) Module.printErr('[post-exception status] ' + text);
    };
  };
</script>
<script async type="text/javascript" src="/static/classisphere.js"></script>

To start in singleplayer instead, just use arguments: [ {username} ], instead

Variables
  • {username} - the player's username
  • {mppass} - if server verifies names, mppass. Otherwise leave as ''.
  • {server ip} - the IP address of the server to connect to
  • {server port} - the port on the server to connect on (usually '25565')

Complete example

The links below show implementing a simple website that hosts the web client

iOS / Android support

The webclient is compatible with Android / iOS devices and will show a touch based UI to these devices.

However, due to the limited screen size available on such devices, you should consider serving a webpage consisting of just the <canvas> to these devices - no header, footer or anything else.

Additionally, you will likely want to ensure zooming is disabled, viewport width is same as the device's width, and that 'add to device homescreen' is fully supported. You can accomplish that by adding these three HTML tags to the page:

<meta name="apple-mobile-web-app-capable" content="yes">
<meta name="mobile-web-app-capable" content="yes">
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=0">