The shared release workflow installs trunk, but FilmCraft's web build runs the wasm-bindgen CLI directly (cargo xtask web), so the 0.7.1 Web job failed with "wasm-bindgen CLI not found". In CI, package.sh now installs the CLI at xtask's WASM_BINDGEN version, as the per-app release.yml did before the move to craft-common-actions. Co-Authored-By: Claude Opus 5.5 <[email protected]>
Hosting FilmCraft for the web
filmcraft-web-<version>.zip (from the GitHub release, or packaging/web/package.sh) holds a
static site in filmcraft-web-<version>/:
| File | What it is |
|---|---|
index.html |
The page. It loads everything through relative URLs. |
filmcraft_web.js |
wasm-bindgen glue (generated, ES module) |
filmcraft_web_bg.wasm |
The app, about 13 MB, or 5 MB with compression |
_headers, .htaccess |
Sample header rules for Netlify/Cloudflare Pages and Apache |
There is no server-side code. Upload the folder's contents anywhere that serves static files.
Any path works
All URLs in index.html are relative, so the site works at a domain root
(https://example.com/), under a prefix (https://example.com/tools/filmcraft/) and from a CDN
bucket. The assets carry a content
hash in their URL (index.html loads them with ?v=<build hash>), so they can be cached
forever. Only index.html needs revalidation.
Required server settings
- MIME type: serve
.wasmasapplication/wasm. Browsers refuse to stream-compile it under any other type, and the app then loads slowly or not at all. Serve.jsastext/javascript. Most hosts already do both. For nginx, check thatmime.typeshasapplication/wasm wasm;. - Compression: turn on gzip or Brotli for
.wasm,.jsand.html. That takes the download from about 13 MB to about 5 MB. You can also precompress (brotli -k *.wasm) and let the server sendContent-Encoding: br. - Caching:
Cache-Control: public, max-age=31536000, immutableon the.wasmand.jsfiles (their URLs carry the build hash), andno-cacheonindex.html.index.htmlmust not be cached, or a browser can pair an old page with new files. - HTTPS: WebGPU (and the clipboard) only work in a secure context, which means
https://orhttp://localhost. Over plain HTTP elsewhere, the app falls back to WebGL2. - No special isolation headers: FilmCraft doesn't use
SharedArrayBuffer, so it doesn't needCross-Origin-Opener-PolicyorCross-Origin-Embedder-Policy. If your site already sends COEPrequire-corp, also sendCross-Origin-Resource-Policy: same-origin(orcross-originwhen the files live on a CDN) on the app's files.
nginx example:
location /filmcraft/ {
types { application/wasm wasm; text/javascript js; text/html html; }
gzip on;
gzip_types application/wasm text/javascript text/html;
location ~* \.(wasm|js)$ { add_header Cache-Control "public, max-age=31536000, immutable"; }
location ~* index\.html$ { add_header Cache-Control "no-cache"; }
}
Local test: python3 -m http.server 8765 inside the folder, then open http://localhost:8765/.
Embedding in a page (iframe)
<iframe
src="https://example.com/filmcraft/"
title="FilmCraft video editor"
style="width: 100%; height: 720px; border: 0;"
allow="fullscreen; clipboard-read; clipboard-write"
allowfullscreen>
</iframe>
- The app fills the iframe and follows its size, so size the iframe and not the app.
- Keyboard shortcuts go to the iframe after the user clicks into it, as with any embedded app.
- Cross-origin embeds work. Preferences are kept in the iframe's
localStorage. Browsers that partition or block third-party storage may forget them between visits, and the app then starts with defaults. - Sandboxed iframes need at least
sandbox="allow-scripts allow-same-origin allow-downloads allow-popups". Withoutallow-same-originthere's no storage. Withoutallow-downloads, Save and Export (browser downloads) are blocked. - Don't send
X-Frame-Options: DENYor aframe-ancestorsCSP that excludes the embedding page.
Renderer selection and fallback flags
FilmCraft renders with wgpu. It uses WebGPU when the browser has it and falls back to
WebGL2 on its own. URL query flags override this, and they work on the iframe src too:
| Flag | Effect |
|---|---|
| (none) | WebGPU if available, otherwise WebGL2 |
?webgl |
Force the WebGL2 backend (useful when a WebGPU driver misbehaves). The page reloads with it by itself when WebGPU is present but fails to start |
?cpu |
Force the CPU canvas path (slowest, most compatible) |
For example: <iframe src="https://example.com/filmcraft/?webgl" ...>.
A browser with neither WebGPU nor WebGL2 gets a message in place of the app.