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Implement HTTP server for HTML5 "run" export #33001

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merged 3 commits into from Oct 23, 2019

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Faless commented Oct 23, 2019

Since most browsers no longer allow making async requests from a page loaded from file://, we now need a proper HTTP server to load the exported HTML5 game.
This should also allow us to get the debugger to work over a WebSocket connection.

Includes a small refactor of EditorExportPlatform/EditorRunNative interaction.
Fix bug where editor theme was not accessible via singleton.

http_server_menu

Closes #16245 .

Faless added 3 commits Aug 24, 2019
Since most browsers no longer allow making async requests from a page
loaded from `file://`, we now need a proper HTTP server to load the
exported HTML5 game.
This should also allow us to get the debugger to work over a WebSocket
connection.
EditorNode was not correctly setting the class memeber when creating the
theme, using a local variable instead.
Theme is now created before registering exporters (as they might need it).
Convert all get_device* methods to get_option* and normalize their usage
as icon, label, tooltip.
@Faless Faless added this to the 3.2 milestone Oct 23, 2019
@akien-mga akien-mga merged commit 1968f01 into godotengine:master Oct 23, 2019
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akien-mga commented Oct 23, 2019

Thanks!

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follower commented on ab1e809 Oct 27, 2019

What consideration (if any) has been given to the security implications of adding HTTP server functionality to Godot in terms of e.g. documentation (e.g. like Python's "not recommended for production" warning) & code robustness/verification?

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Faless replied Oct 27, 2019

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Faless replied Oct 28, 2019

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Faless replied Oct 28, 2019

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