Comments (3)
How else could it be implemented? The Image data has to be created from something and those files can't be external. Unless there is another way to encode them that doesn't trip CSP?
What environment are you working in that requires this btw?
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It's an gamification app for banking sector and their requirements are getting stricter every year :)
What actually does this check do? Maybe it's possible to override it locally (our fork) and set booleans based on other conditions like browser (even if it's not error prone)?
Alternatively, maybe it would be possible to allow custom function here from config? This way we can force it to true since we only allow modern browsers (while keeping possibility to use released version).
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The Canvas Detect isn't really required anymore. That's for legacy Samsung devices where they had a glaring bug in their canvas implementation that was unable to detect or use blend modes properly.
The default images are a different matter, though - they are used by the Texture Manager in lots of internal cases (for Shape rendering in WebGL, when images are missing, etc). The values in the game config could be set to nothing, so it would remove the data elements (which is what trips CSP) - but you would also need to override this part of the Texture Manager (inside the boot
method):
this.addBase64('__DEFAULT', config.defaultImage);
this.addBase64('__MISSING', config.missingImage);
this.addBase64('__WHITE', config.whiteImage);
Then it won't try to create images from empty config data. However, you do need to provide images that use those keys - but you could provide them externally, as long as they are added to the Texture Manager as part of its boot process it will be happy with that.
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