I am working on a project with Mozilla Europe. In this project, I use websocket by Worlize (server-side) and Mozilla (client side), Node.js to try to upload files from a client to a server.
My present goal is to send a arraybuffer
of the file to the server. Create the arraybuffer and send it is fine.
But my server tells me that arraybuffer
is a utf8 message and not a binary message.
Do I misunderstand something? If not, how can i correct that?
Client side:
reader = new FileReader();
reader.readAsArrayBuffer(file);
reader.onload = function(e) {
connection.send(e.target.result);
};
Server side:
ws.on('message', function(message,flags) {
if (!flags.binary) {
//some code
}
else {
console.log('It\'s a binary');
}
I try with Blob
too, same result. The binary part is invisible.
Gecko11.0 ArrayBuffer send and receive support for binary data has been implemented.
connection = new WebSocket('ws://localhost:1740');
connection.binaryType = "arraybuffer";
connection.onopen = onopen;
connection.onmessage = onmessage;
connection.onclose = onclose;
connection.onerror = onerror;
sending Binary data:
function sendphoto() {
imagedata = context.getImageData(0, 0, imagewidth,imageheight);
var canvaspixelarray = imagedata.data;
var canvaspixellen = canvaspixelarray.length;
var bytearray = new Uint8Array(canvaspixellen);
for (var i=0;i<canvaspixellen;++i) {
bytearray[i] = canvaspixelarray[i];
}
connection.send(bytearray.buffer);
context.fillStyle = '#ffffff';
context.fillRect(0, 0, imagewidth,imageheight);
}
Recieving Binary Data:
if(event.data instanceof ArrayBuffer)
{
var bytearray = new Uint8Array(event.data);
var tempcanvas = document.createElement('canvas');
tempcanvas.height = imageheight;
tempcanvas.width = imagewidth;
var tempcontext = tempcanvas.getContext('2d');
var imgdata = tempcontext.getImageData(0,0,imagewidth,imageheight);
var imgdatalen = imgdata.data.length;
for(var i=8;i<imgdatalen;i++)
{
imgdata.data[i] = bytearray[i];
}
tempcontext.putImageData(imgdata,0,0);
var img = document.createElement('img');
img.height = imageheight;
img.width = imagewidth;
img.src = tempcanvas.toDataURL();
chatdiv.appendChild(img);
chatdiv.innerHTML = chatdiv.innerHTML + "<br />";
}
Note: Prior to version 11, Firefox only supported sending data as a string.
Source: https://developer.mozilla.org/en/WebSockets/Writing_WebSocket_client_applications