openvibers/source.openvibe.games Commits
Enable client Node runtime bridge (crash-proof) by default
Changes
@@@ -33,9 +33,8 @@ sv_lan 1// explicit user click, so it won't auto-connect on its own.ov_menu_auto_open 1--// Client-side QuickJS runtime OFF by default: it currently crashes inside--// JS_Eval on the clang-cl Windows build (pinpointed via the flushed log;--// gcc/Linux is fine). With it off the game loads into the world and is stable--// and playable, and all server-side JS/net/addon/gamemode systems work.--// Client-side scripting is served through the HTML panel meanwhile.--ov_client_js_enabled 0++// Client-side JS bridge ON: the client no longer embeds QuickJS (that crashed++// under clang-cl); it's now a thin ov_ipc bridge to the client Node runtime++// (ov-runtime.js, port 41998). Crash-proof, and gives the client realm real++// Node + npm. Start the client runtime with: tools/run-js-runtime.sh client.++ov_client_js_enabled 1
@@ -33,9 +33,8 @@ sv_lan 1
@@ -33,9 +33,8 @@ sv_lan 1
// explicit user click, so it won't auto-connect on its own.
// explicit user click, so it won't auto-connect on its own.
ov_menu_auto_open 1
ov_menu_auto_open 1
-// Client-side QuickJS runtime OFF by default: it currently crashes inside
-// JS_Eval on the clang-cl Windows build (pinpointed via the flushed log;
-// gcc/Linux is fine). With it off the game loads into the world and is stable
-// and playable, and all server-side JS/net/addon/gamemode systems work.
-// Client-side scripting is served through the HTML panel meanwhile.
-ov_client_js_enabled 0
+// Client-side JS bridge ON: the client no longer embeds QuickJS (that crashed
+// under clang-cl); it's now a thin ov_ipc bridge to the client Node runtime
+// (ov-runtime.js, port 41998). Crash-proof, and gives the client realm real
+// Node + npm. Start the client runtime with: tools/run-js-runtime.sh client.
+ov_client_js_enabled 1