openvibers/source.openvibe.games Commits

Enable client Node runtime bridge (crash-proof) by default

CO Copilot committed 2 Jul 2026 · 37eea77c7a · 1 file, +5 −6

The client is now a thin ov_ipc bridge, not an embedded JS engine, so
re-enable ov_client_js_enabled. Verified live: the in-game client (via
Proton) connects to the client Node runtime (41998), which loads the
client realm with npm (require('ov-leftpad')=0009) and net.Receive — no
crash. Both realms now bridged to real Node.

Changes

ddiff --git a/game/openvibe.games/cfg/openvibe_proton_stability.cfg b/game/openvibe.games/cfg/openvibe_proton_stability.cfg
iindex 5428e5d..d70452b 100644
---- a/game/openvibe.games/cfg/openvibe_proton_stability.cfg
++++ b/game/openvibe.games/cfg/openvibe_proton_stability.cfg
@@@ -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