KNI spike: engine core + Friflo render via WebGL in the browser

spikes/KniWeb (outside LittleSim.sln): a kni-blazor-gl template project
(KNI 4.2.9001, net8.0) referencing MrGameEng.Core directly. A mini-host
in the GameHost mold drives EngineContext/GameClock/Scene phases over
KNI's Game; the scene moves 300 Friflo entities in the update phase and
draws them with SpriteBatch (WebGL). Verified in a real browser: sprites
render and animate, browser console is clean.

Decision (docs/web-client.md): path A — KNI — is the primary route for
the web client; the core runs in Blazor WASM unchanged thanks to the
Core/Host split. Known follow-ups: per-platform compilation of the
graphics libraries against nkast.* packages, shader compatibility for
Renderer2D, HTTP-served content instead of the filesystem.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Leonid Pershin
2026-06-12 23:27:40 +03:00
co-authored by Claude Fable 5
parent 8a7e2cce52
commit ce8f8ba2ed
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# Веб-клиент: spike KNI и решение A/B
Дата: 2026-06-12. Спайк живёт в `spikes/KniWeb` (вне `LittleSim.sln`).
## Вопрос
Путь A — «MonoGame в браузере» через [KNI](https://github.com/kniEngine/kni)
(форк MonoGame с платформой Blazor WebAssembly/WebGL, те же неймспейсы
`Microsoft.Xna.Framework.*`). Путь B — тонкий веб-клиент без MonoGame
(TypeScript/PixiJS поверх сетевой репликации). Спайк проверял минимальную
жизнеспособность пути A: **ядро движка + Friflo + WebGL-спрайт в браузере**.
## Что сделано
`dotnet new kni-blazor-gl` (пакет шаблонов `nkast.Kni.Templates`, KNI 4.2.9001,
net8.0) + ProjectReference на `engine/src/MrGameEng.Core` + мини-хост в духе
`GameHost` поверх KNI `Game`. Сцена: 300 сущностей в Friflo `EntityStore`,
`QuerySystem` двигает их в Update-фазе (отскок от краёв, seed 42), Draw-фаза
рисует через KNI `SpriteBatch` (WebGL).
## Результат — путь A жизнеспособен
- **`MrGameEng.Core` работает в Blazor WASM без изменений**: `EngineContext`,
`GameClock`, `Scene`/`SceneManager`, тайминг переходов — всё ядро завелось
как есть (заслуга расслоения Core/Host: в ядре нет ни MonoGame, ни платформы).
- **Friflo.Engine.ECS 3.6 работает в wasm**: создание сущностей, архетипы,
`QuerySystem`, `ForEachEntity` — без ошибок в консоли браузера.
- **KNI 4.2.9001 рендерит через WebGL** с XNA-API: `Game`,
`GraphicsDeviceManager`, `SpriteBatch`, `Texture2D.SetData` — совпадает с
кодом, который пишется под десктопный MonoGame.
- Сборка тривиальна: обычный `Microsoft.NET.Sdk.BlazorWebAssembly` проект,
никаких wasm-workload-плясок не понадобилось.
## Известные ограничения пути A (работа на этапе «веб-клиент»)
1. **Пер-платформенная компиляция библиотек движка.** `MrGameEng.Graphics`,
`Content`, `Audio`, `UI` ссылаются на `MonoGame.Framework.DesktopGL`; для
веба их надо собирать против пакетов `nkast.*` (типы те же по API, но другие
сборки). Решение — msbuild-условие (`KniPlatform=BlazorGL` → nkast-пакеты),
без изменения исходников.
2. **Шейдеры.** `Renderer2D` использует прекомпилированные `dotnet-mgfxc`
эффекты — KNI имеет собственный компилятор эффектов; совместимость надо
проверять отдельным спайком, прежде чем тащить батчер в веб.
3. **Нет файловой системы.** Моды/дефы/атласы в браузер приезжают по HTTP;
текущая схема «собрать атласы при старте из PNG» в вебе не работает —
атласы пре-билдятся и кладутся в `wwwroot` (или приезжают с сервера).
4. **Потоки.** `Task.Run`-загрузка контента и `Thread.Sleep`-пейсинг не для
браузера (клиенту `HeadlessHost.Run` и не нужен — цикл гонит
`requestAnimationFrame` через KNI).
5. **Производительность не мерялась** (300 спрайтов — гладко); бюджет
сущностей в wasm-интерпретаторе будет заметно ниже десктопного, замерять
на реальной сцене с включённым AOT.
## Решение
**Путь A (KNI)** — основной для веб-клиента: переиспользуем ядро, сцены и
в перспективе графику движка; код игры один на все платформы. Путь B остаётся
запасным, если упрёмся в шейдеры (п. 2) или производительность (п. 5).
Порядок работ не меняется: сначала `MrGameEng.Net` (WebSocket-транспорт +
репликация — нужен любому пути) и сетевой мультиплеер на десктопе, затем
`MrGameEng.Host.Web` поверх KNI по образцу спайка.
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<Router AppAssembly="@typeof(App).Assembly">
<Found Context="routeData">
<RouteView RouteData="@routeData" DefaultLayout="@typeof(MainLayout)" />
<FocusOnNavigate RouteData="@routeData" Selector="h1" />
</Found>
<NotFound>
<PageTitle>Not found</PageTitle>
<LayoutView Layout="@typeof(MainLayout)">
<p role="alert">Sorry, there's nothing at this address.</p>
</LayoutView>
</NotFound>
</Router>
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#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:BlazorGL
/config:
/profile:Reach
/compress:True
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#
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<Project>
</Project>
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<Project Sdk="Microsoft.NET.Sdk.BlazorWebAssembly">
<PropertyGroup>
<EnableDefaultCompileItems>false</EnableDefaultCompileItems>
<TargetFramework>net8.0</TargetFramework>
<Nullable>disable</Nullable>
<ImplicitUsings>disable</ImplicitUsings>
<RootNamespace>KniWebSpike</RootNamespace>
<AssemblyName>KniWebSpike</AssemblyName>
<DefineConstants>$(DefineConstants);BLAZORGL</DefineConstants>
<KniPlatform>BlazorGL</KniPlatform>
</PropertyGroup>
<PropertyGroup>
<BlazorEnableTimeZoneSupport>false</BlazorEnableTimeZoneSupport>
<!--<InvariantGlobalization>true</InvariantGlobalization>-->
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
</PropertyGroup>
<ItemGroup>
<Compile Include="Pages\Index.razor.cs" />
<Compile Include="Program.cs" />
<Compile Include="KniWebSpikeGame.cs" />
<Compile Include="SpikeScene.cs" />
</ItemGroup>
<ItemGroup>
<!-- Суть спайка: платформо-независимое ядро движка + Friflo внутри Blazor WASM. -->
<ProjectReference Include="..\..\engine\src\MrGameEng.Core\MrGameEng.Core.csproj" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="nkast.Xna.Framework" Version="4.2.9001" />
<PackageReference Include="nkast.Xna.Framework.Content" Version="4.2.9001" />
<PackageReference Include="nkast.Xna.Framework.Graphics" Version="4.2.9001" />
<PackageReference Include="nkast.Xna.Framework.Audio" Version="4.2.9001" />
<PackageReference Include="nkast.Xna.Framework.Media" Version="4.2.9001" />
<PackageReference Include="nkast.Xna.Framework.Input" Version="4.2.9001" />
<PackageReference Include="nkast.Xna.Framework.Game" Version="4.2.9001" />
<PackageReference Include="nkast.Xna.Framework.Devices" Version="4.2.9001" />
<PackageReference Include="nkast.Xna.Framework.Storage" Version="4.2.9001" />
<PackageReference Include="nkast.Xna.Framework.XR" Version="4.2.9001" />
<PackageReference Include="nkast.Kni.Platform.Blazor.GL" Version="4.2.9001.2" />
<PackageReference Include="nkast.Xna.Framework.Content.Pipeline.Builder" Version="4.2.9001" />
</ItemGroup>
<ItemGroup Condition=" '$(TargetFramework)' == 'net8.0' ">
<PackageReference Include="Microsoft.AspNetCore.Components.WebAssembly" Version="8.0.17" />
<PackageReference Include="Microsoft.AspNetCore.Components.WebAssembly.DevServer" Version="8.0.17" PrivateAssets="all" />
</ItemGroup>
<ItemGroup>
<KniContentReference Include="Content\KniWebSpikeContent.mgcb" />
</ItemGroup>
</Project>
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.14.36811.4 d17.14
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "KniWebSpike", "KniWebSpike.csproj", "{A902FD15-4463-413A-9D7E-9DB32E1DA469}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{A902FD15-4463-413A-9D7E-9DB32E1DA469}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{A902FD15-4463-413A-9D7E-9DB32E1DA469}.Debug|Any CPU.Build.0 = Debug|Any CPU
{A902FD15-4463-413A-9D7E-9DB32E1DA469}.Release|Any CPU.ActiveCfg = Release|Any CPU
{A902FD15-4463-413A-9D7E-9DB32E1DA469}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {56925F12-B776-4372-ACBD-785D2E46AE4E}
EndGlobalSection
EndGlobal
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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MrGameEng.Core;
namespace KniWebSpike
{
/// <summary>
/// Мини-хост в духе MrGameEng.Host.GameHost, но поверх KNI (BlazorGL/WebGL):
/// владеет EngineContext ядра, гонит GameClock и фазы сцены. Если этот класс
/// работает в браузере — будущий MrGameEng.Host.Web реализуем.
/// </summary>
public class KniWebSpikeGame : Game
{
public EngineContext Context { get; } = new EngineContext();
private GraphicsDeviceManager _graphics;
private SpriteBatch _spriteBatch;
private Texture2D _pixel;
public KniWebSpikeGame()
{
_graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
base.Initialize();
var viewport = GraphicsDevice.Viewport;
Context.Scenes.Switch(
new SpikeScene(() => _spriteBatch, () => _pixel, viewport.Width, viewport.Height)
);
}
protected override void LoadContent()
{
_spriteBatch = new SpriteBatch(GraphicsDevice);
_pixel = new Texture2D(GraphicsDevice, 1, 1);
_pixel.SetData(new[] { Color.White });
}
protected override void Update(GameTime gameTime)
{
Context.Clock.Advance((float)gameTime.ElapsedGameTime.TotalSeconds);
Context.Scenes.Update(Context.Clock);
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(new Color(12, 16, 24));
Context.Scenes.Draw(Context.Clock);
base.Draw(gameTime);
}
}
}
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@inherits LayoutComponentBase
<div class="page">
<main>
@Body
</main>
</div>
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.page
{
position: relative;
display: flex;
flex-direction: column;
}
main
{
flex: 1;
}
.sidebar
{
background-image: linear-gradient(180deg, rgb(5, 39, 103) 0%, #3a0647 70%);
}
.top-row
{
background-color: #f7f7f7;
border-bottom: 1px solid #d6d5d5;
justify-content: flex-end;
height: 3.5rem;
display: flex;
align-items: center;
}
.top-row ::deep a, .top-row ::deep .btn-link
{
white-space: nowrap;
margin-left: 1.5rem;
text-decoration: none;
}
.top-row ::deep a:hover, .top-row ::deep .btn-link:hover
{
text-decoration: underline;
}
.top-row ::deep a:first-child
{
overflow: hidden;
text-overflow: ellipsis;
}
@media (max-width: 640.98px)
{
.top-row:not(.auth)
{
display: none;
}
.top-row.auth
{
justify-content: space-between;
}
.top-row ::deep a, .top-row ::deep .btn-link
{
margin-left: 0;
}
}
@media (min-width: 641px)
{
.page
{
flex-direction: row;
}
.sidebar
{
width: 250px;
height: 100vh;
position: sticky;
top: 0;
}
.top-row
{
position: sticky;
top: 0;
z-index: 1;
}
.top-row.auth ::deep a:first-child
{
flex: 1;
text-align: right;
width: 0;
}
.top-row, article
{
padding-left: 2rem !important;
padding-right: 1.5rem !important;
}
}
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@page "/"
@page "/index.html"
@inject IJSRuntime JsRuntime
@using nkast.Wasm.Canvas
<PageTitle>KniWebSpike</PageTitle>
<div id="canvasHolder" style="
background: #000;
margin:0%;
position: fixed;
top: 0px;
right: 0px;
bottom: 0px;
left: 0px;
width:100vw;
height:100vh;
">
<canvas id="theCanvas" style="touch-action:none;"></canvas>
</div>
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using System;
using Microsoft.JSInterop;
using Microsoft.Xna.Framework;
namespace KniWebSpike.Pages
{
public partial class Index
{
Game _game;
protected override void OnAfterRender(bool firstRender)
{
base.OnAfterRender(firstRender);
if (firstRender)
{
JsRuntime.InvokeAsync<object>("initRenderJS", DotNetObjectReference.Create(this));
}
}
[JSInvokable]
public void TickDotNet()
{
// init game
if (_game == null)
{
_game = new KniWebSpikeGame();
_game.Run();
}
// run gameloop
_game.Tick();
}
}
}
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using System;
using System.Net.Http;
using System.Threading.Tasks;
using Microsoft.AspNetCore.Components.Web;
using Microsoft.AspNetCore.Components.WebAssembly.Hosting;
using Microsoft.Extensions.DependencyInjection;
namespace KniWebSpike
{
internal class Program
{
private static async Task Main(string[] args)
{
var builder = WebAssemblyHostBuilder.CreateDefault(args);
builder.RootComponents.Add<App>("#app");
builder.RootComponents.Add<HeadOutlet>("head::after");
builder.Services.AddScoped(sp => new HttpClient()
{
BaseAddress = new Uri(builder.HostEnvironment.BaseAddress)
});
await builder.Build().RunAsync();
}
}
}
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{
"iisSettings": {
"windowsAuthentication": false,
"anonymousAuthentication": true,
"iisExpress": {
"applicationUrl": "http://localhost:56897",
"sslPort": 0
}
},
"profiles": {
"KniWebSpike": {
"commandName": "Project",
"dotnetRunMessages": true,
"launchBrowser": true,
"inspectUri": "{wsProtocol}://{url.hostname}:{url.port}/_framework/debug/ws-proxy?browser={browserInspectUri}",
"applicationUrl": "http://localhost:5259",
"environmentVariables": {
"ASPNETCORE_ENVIRONMENT": "Development"
}
},
"IIS Express": {
"commandName": "IISExpress",
"launchBrowser": true,
"inspectUri": "{wsProtocol}://{url.hostname}:{url.port}/_framework/debug/ws-proxy?browser={browserInspectUri}",
"environmentVariables": {
"ASPNETCORE_ENVIRONMENT": "Development"
}
}
}
}
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using System;
using Friflo.Engine.ECS;
using Friflo.Engine.ECS.Systems;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MrGameEng.Core;
namespace KniWebSpike
{
// Компоненты симуляции — платформо-независимые, как в LittleSim.
public struct DotPosition : IComponent
{
public float X;
public float Y;
}
public struct DotVelocity : IComponent
{
public float X;
public float Y;
}
public struct DotTint : IComponent
{
public byte R;
public byte G;
public byte B;
}
/// <summary>
/// Сцена спайка: 300 «спрайтов» в Friflo EntityStore, движение в Update-фазе
/// (детерминированный seed, отскок от краёв), отрисовка в Draw-фазе через
/// KNI SpriteBatch (WebGL). Сцена и системные корни — из MrGameEng.Core.
/// </summary>
public sealed class SpikeScene : Scene
{
private readonly Func<SpriteBatch> _spriteBatch;
private readonly Func<Texture2D> _pixel;
private readonly float _width;
private readonly float _height;
public SpikeScene(Func<SpriteBatch> spriteBatch, Func<Texture2D> pixel, float width, float height)
{
_spriteBatch = spriteBatch;
_pixel = pixel;
_width = width;
_height = height;
}
protected override void OnLoad()
{
var random = new Random(42);
for (var i = 0; i < 300; i++)
{
var angle = (float)(random.NextDouble() * Math.Tau);
var speed = 40f + (float)random.NextDouble() * 160f;
Store.CreateEntity(
new DotPosition
{
X = (float)random.NextDouble() * _width,
Y = (float)random.NextDouble() * _height,
},
new DotVelocity
{
X = MathF.Cos(angle) * speed,
Y = MathF.Sin(angle) * speed,
},
new DotTint
{
R = (byte)random.Next(64, 256),
G = (byte)random.Next(64, 256),
B = (byte)random.Next(64, 256),
}
);
}
UpdateSystems.Add(new BounceSystem(_width, _height));
DrawSystems.Add(new DotDrawSystem(_spriteBatch, _pixel));
}
private sealed class BounceSystem : QuerySystem<DotPosition, DotVelocity>
{
private readonly float _width;
private readonly float _height;
public BounceSystem(float width, float height)
{
_width = width;
_height = height;
}
protected override void OnUpdate()
{
var delta = Tick.deltaTime;
var width = _width;
var height = _height;
Query.ForEachEntity(
(ref DotPosition pos, ref DotVelocity vel, Entity _) =>
{
pos.X += vel.X * delta;
pos.Y += vel.Y * delta;
if (pos.X < 0f || pos.X > width)
{
vel.X = -vel.X;
pos.X = Math.Clamp(pos.X, 0f, width);
}
if (pos.Y < 0f || pos.Y > height)
{
vel.Y = -vel.Y;
pos.Y = Math.Clamp(pos.Y, 0f, height);
}
}
);
}
}
private sealed class DotDrawSystem : QuerySystem<DotPosition, DotTint>
{
private readonly Func<SpriteBatch> _spriteBatch;
private readonly Func<Texture2D> _pixel;
public DotDrawSystem(Func<SpriteBatch> spriteBatch, Func<Texture2D> pixel)
{
_spriteBatch = spriteBatch;
_pixel = pixel;
}
protected override void OnUpdate()
{
var batch = _spriteBatch();
var pixel = _pixel();
batch.Begin();
Query.ForEachEntity(
(ref DotPosition pos, ref DotTint tint, Entity _) =>
{
batch.Draw(
pixel,
new Rectangle((int)pos.X, (int)pos.Y, 6, 6),
new Color(tint.R, tint.G, tint.B)
);
}
);
batch.End();
}
}
}
}
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@using System.Net.Http
@using System.Net.Http.Json
@using Microsoft.AspNetCore.Components.Forms
@using Microsoft.AspNetCore.Components.Routing
@using Microsoft.AspNetCore.Components.Web
@using Microsoft.AspNetCore.Components.Web.Virtualization
@using Microsoft.AspNetCore.Components.WebAssembly.Http
@using Microsoft.JSInterop
@using nkast.Wasm.Canvas
@using KniWebSpike
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html, body
{
font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;
}
h1:focus
{
outline: none;
}
a, .btn-link
{
color: #0077cc;
}
.btn-primary
{
color: #fff;
background-color: #1b6ec2;
border-color: #1861ac;
}
.content
{
padding-top: 1.1rem;
}
.valid.modified:not([type=checkbox])
{
outline: 1px solid #26b050;
}
.invalid
{
outline: 1px solid red;
}
.validation-message
{
color: red;
}
#blazor-error-ui
{
background: lightyellow;
bottom: 0;
box-shadow: 0 -1px 2px rgba(0, 0, 0, 0.2);
display: none;
left: 0;
padding: 0.6rem 1.25rem 0.7rem 1.25rem;
position: fixed;
width: 100%;
z-index: 1000;
}
#blazor-error-ui .dismiss
{
cursor: pointer;
position: absolute;
right: 0.75rem;
top: 0.5rem;
}
.blazor-error-boundary
{
background: url(data:image/svg+xml;base64,PHN2ZyB3aWR0aD0iNTYiIGhlaWdodD0iNDkiIHhtbG5zPSJodHRwOi8vd3d3LnczLm9yZy8yMDAwL3N2ZyIgeG1sbnM6eGxpbms9Imh0dHA6Ly93d3cudzMub3JnLzE5OTkveGxpbmsiIG92ZXJmbG93PSJoaWRkZW4iPjxkZWZzPjxjbGlwUGF0aCBpZD0iY2xpcDAiPjxyZWN0IHg9IjIzNSIgeT0iNTEiIHdpZHRoPSI1NiIgaGVpZ2h0PSI0OSIvPjwvY2xpcFBhdGg+PC9kZWZzPjxnIGNsaXAtcGF0aD0idXJsKCNjbGlwMCkiIHRyYW5zZm9ybT0idHJhbnNsYXRlKC0yMzUgLTUxKSI+PHBhdGggZD0iTTI2My41MDYgNTFDMjY0LjcxNyA1MSAyNjUuODEzIDUxLjQ4MzcgMjY2LjYwNiA1Mi4yNjU4TDI2Ny4wNTIgNTIuNzk4NyAyNjcuNTM5IDUzLjYyODMgMjkwLjE4NSA5Mi4xODMxIDI5MC41NDUgOTIuNzk1IDI5MC42NTYgOTIuOTk2QzI5MC44NzcgOTMuNTEzIDI5MSA5NC4wODE1IDI5MSA5NC42NzgyIDI5MSA5Ny4wNjUxIDI4OS4wMzggOTkgMjg2LjYxNyA5OUwyNDAuMzgzIDk5QzIzNy45NjMgOTkgMjM2IDk3LjA2NTEgMjM2IDk0LjY3ODIgMjM2IDk0LjM3OTkgMjM2LjAzMSA5NC4wODg2IDIzNi4wODkgOTMuODA3MkwyMzYuMzM4IDkzLjAxNjIgMjM2Ljg1OCA5Mi4xMzE0IDI1OS40NzMgNTMuNjI5NCAyNTkuOTYxIDUyLjc5ODUgMjYwLjQwNyA1Mi4yNjU4QzI2MS4yIDUxLjQ4MzcgMjYyLjI5NiA1MSAyNjMuNTA2IDUxWk0yNjMuNTg2IDY2LjAxODNDMjYwLjczNyA2Ni4wMTgzIDI1OS4zMTMgNjcuMTI0NSAyNTkuMzEzIDY5LjMzNyAyNTkuMzEzIDY5LjYxMDIgMjU5LjMzMiA2OS44NjA4IDI1OS4zNzEgNzAuMDg4N0wyNjEuNzk1IDg0LjAxNjEgMjY1LjM4IDg0LjAxNjEgMjY3LjgyMSA2OS43NDc1QzI2Ny44NiA2OS43MzA5IDI2Ny44NzkgNjkuNTg3NyAyNjcuODc5IDY5LjMxNzkgMjY3Ljg3OSA2Ny4xMTgyIDI2Ni40NDggNjYuMDE4MyAyNjMuNTg2IDY2LjAxODNaTTI2My41NzYgODYuMDU0N0MyNjEuMDQ5IDg2LjA1NDcgMjU5Ljc4NiA4Ny4zMDA1IDI1OS43ODYgODkuNzkyMSAyNTkuNzg2IDkyLjI4MzcgMjYxLjA0OSA5My41Mjk1IDI2My41NzYgOTMuNTI5NSAyNjYuMTE2IDkzLjUyOTUgMjY3LjM4NyA5Mi4yODM3IDI2Ny4zODcgODkuNzkyMSAyNjcuMzg3IDg3LjMwMDUgMjY2LjExNiA4Ni4wNTQ3IDI2My41NzYgODYuMDU0N1oiIGZpbGw9IiNGRkU1MDAiIGZpbGwtcnVsZT0iZXZlbm9kZCIvPjwvZz48L3N2Zz4=) no-repeat 1rem/1.8rem, #b32121;
padding: 1rem 1rem 1rem 3.7rem;
color: white;
}
.blazor-error-boundary::after
{
content: "An error has occurred."
}
#theCanvas
{
position: fixed;
top: 0px;
right: 0px;
bottom: 0px;
left: 0px;
/* Disable text highlighting and magnifying glass on iPhone/webkit */
-webkit-user-select: none;
}
#canvas
{
position: fixed;
top: 0px;
right: 0px;
bottom: 0px;
left: 0px;
}
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no" />
<title>KniWebSpike</title>
<base href="./" />
<link href="css/bootstrap/bootstrap.min.css" rel="stylesheet" />
<link href="css/app.css" rel="stylesheet" />
<link href="KniWebSpike.styles.css" rel="stylesheet" />
</head>
<body>
<div id="app">
<div id="loading" style="display: table-cell; margin: auto; width:100vw; height:100vh; vertical-align: middle; background: #ffcc10;">
<div style="display: block; margin: auto; width: 9em; color: white;font-family: 'Segoe UI', sans-serif;">
<div style="text-align: center; font-size: 0.85em;">Made with<br/><a href="https://github.com/kniEngine/kni"><img src="kni.png" border="0" alt="Kni"></a></div>
<div style="text-align: center; font-size: 1.8em;">loading&nbsp;<marquee style="width:0.9em; vertical-align: bottom;">.&nbsp;.&nbsp;.&nbsp;&nbsp;&nbsp;</marquee></div>
</div>
</div>
</div>
<div id="blazor-error-ui">
An unhandled error has occurred.
<a href="" class="reload">Reload</a>
<a class="dismiss">x</a>
</div>
<script src="_framework/blazor.webassembly.js" autostart="false"></script>
<script type="module">
import { BrotliDecode } from './js/decode.min.js';
window.BrotliDecode = BrotliDecode;
// Set this to enable Brotli (.br) decompression on static webServers
// that don't support content compression and http://.
var enableBrotliDecompression = false;
Blazor.start({
loadBootResource: function (type, name, defaultUri, integrity)
{
if (enableBrotliDecompression === true && type !== 'dotnetjs' && location.hostname !== 'localhost')
{
return (async function()
{
const response = await fetch(defaultUri + '.br', { cache: 'no-cache' });
if (!response.ok)
throw new Error(response.statusText);
const originalResponseBuffer = await response.arrayBuffer();
const originalResponseArray = new Int8Array(originalResponseBuffer);
const contentType = (type === 'dotnetwasm')
? 'application/wasm'
: 'application/octet-stream';
const decompressedResponseArray = BrotliDecode(originalResponseArray);
return new Response(decompressedResponseArray,
{ headers: { 'content-type': contentType }
});
})();
}
}
});
</script>
<script src="_content/nkast.Wasm.JSInterop/js/JSObject.8.0.11.js"></script>
<script src="_content/nkast.Wasm.Dom/js/Window.8.0.11.js"></script>
<script src="_content/nkast.Wasm.Dom/js/Document.8.0.11.js"></script>
<script src="_content/nkast.Wasm.Dom/js/Navigator.8.0.11.js"></script>
<script src="_content/nkast.Wasm.Dom/js/Gamepad.8.0.11.js"></script>
<script src="_content/nkast.Wasm.Dom/js/Media.8.0.11.js"></script>
<script src="_content/nkast.Wasm.XHR/js/XHR.8.0.11.js"></script>
<script src="_content/nkast.Wasm.Canvas/js/Canvas.8.0.11.js"></script>
<script src="_content/nkast.Wasm.Canvas/js/CanvasGLContext.8.0.11.js"></script>
<script src="_content/nkast.Wasm.Audio/js/Audio.8.0.11.js"></script>
<script src="_content/nkast.Wasm.XR/js/XR.8.0.11.js"></script>
<script>
function tickJS()
{
window.theInstance.invokeMethod('TickDotNet');
window.requestAnimationFrame(tickJS);
}
window.initRenderJS = (instance) =>
{
window.theInstance = instance;
// set initial canvas size
var canvas = document.getElementById('theCanvas');
var holder = document.getElementById('canvasHolder');
canvas.width = holder.clientWidth;
canvas.height = holder.clientHeight;
// disable context menu on right click
canvas.addEventListener("contextmenu", e => e.preventDefault());
// begin game loop
window.requestAnimationFrame(tickJS);
};
window.addEventListener("keydown", function(event)
{
// Prevent Arrows Keys and Spacebar scrolling the outer page
// when running inside an iframe. e.g: itch.io embedding.
if ([32, 37, 38, 39, 40].indexOf(event.keyCode) > -1)
event.preventDefault();
});
window.addEventListener("wheel", function(event)
{
// Prevent Mousewheel scrolling the outer page
// when running inside an iframe. e.g: itch.io embedding.
event.preventDefault();
}, { passive: false });
</script>
</body>
</html>
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// micProcessor.js
class MicProcessor extends AudioWorkletProcessor
{
constructor()
{
super();
// global variables for testing
var sampleRate = globalThis.sampleRate;
var currentFrame = globalThis.currentFrame;
var currentTime = globalThis.currentTime;
var currentRenderQuantum = globalThis.currentRenderQuantum;
this.SampleRate = sampleRate;
this.TargetSamples = Math.floor(this.SampleRate * 0.1); // 100ms
this.Buffer = new Float32Array(this.TargetSamples);
this.BufferIndex = 0;
this.port.onmessage = (event) =>
{
var data = event.data;
if (typeof data === 'number')
{
//this.port.postMessage(data); // echo back test
}
if (data instanceof Uint8Array)
{
}
};
}
process(inputs, outputs, parameters)
{
var inChannel0 = inputs[0][0];
if (!inChannel0) return true;
let srcIndex = 0;
var srcLen = inChannel0.length;
while (srcIndex < srcLen)
{
var remaining = this.TargetSamples - this.BufferIndex;
var copyCount = Math.min(remaining, srcLen - srcIndex);
this.Buffer.set(
inChannel0.subarray(srcIndex, srcIndex + copyCount),
this.BufferIndex);
this.BufferIndex += copyCount;
srcIndex += copyCount;
if (this.BufferIndex >= this.TargetSamples)
{
this.SendBuffer();
this.BufferIndex = 0;
}
}
return true;
}
SendBuffer()
{
// convert to 16-6bit PCM
var int16 = new Int16Array(this.TargetSamples);
for (var i = 0; i < this.TargetSamples; i++)
{
int16[i] = this.Buffer[i] * 32767;
}
var byteArray = new Uint8Array(int16.buffer);
this.port.postMessage(byteArray, [byteArray.buffer]);
}
}
registerProcessor('mic-processor', MicProcessor);
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// streamProcessor.js
class StreamProcessor extends AudioWorkletProcessor
{
constructor()
{
super();
this.queue = [];
this.port.onmessage = (event) =>
{
var data = event.data;
if (typeof data === 'number')
{
if (data === 2)
{
this.queue = [];
}
}
if (data instanceof Uint8Array)
{
const buffer = new Int16Array(data.buffer, data.byteOffset, data.length / 2);
buffer.offset = 0;
this.queue.push(buffer);
}
};
}
process(inputs, outputs, parameters)
{
const output = outputs[0];
const channelCount = output.length;
const sampleCount = output[0].length;
let written = 0;
while (written < sampleCount && this.queue.length > 0)
{
const buffer = this.queue[0];
const offset = buffer.offset;
const available = buffer.length - offset;
const needed = sampleCount - written;
const copyCount = Math.min(available, needed);
for (let i = 0; i < copyCount; i++)
{
for (let c = 0; c < channelCount; c++)
{
const channel = output[c];
let value = (buffer[offset+i] / 32767);
channel[written+i] = value;
}
}
written += copyCount;
buffer.offset += copyCount;
if (buffer.offset >= buffer.length)
{
this.queue.shift();
this.port.postMessage(1);
}
}
// Fill remaining samples with silence
if (written < sampleCount)
{
for (let c = 0; c < channelCount; c++)
{
const channel = output[c];
for (let i = written; i < sampleCount; i++)
{
let value = 0;
channel[i] = value;
}
}
}
return true;
}
}
registerProcessor("stream-processor", StreamProcessor);
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