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js: load games using FileReader.readAsArrayBuffer()
Using .readAsText() meant that trying to load a non-text file (for instance something that's not a save file at all) would generate an "RuntimeError: index out of bounds". This would then leave the Emscripten runtime in a broken state. It might even be possible for a real save file not to be valid UTF-8, for instance if it came from a platform that used a different character encoding for random seeds. There's still a problem with opening very large files, apparently because Emscripten tries to stuff the entire file onto the C stack. That will probably have to be fixed by properly exposing the incremental file-loading API to JavaScript.
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@ -423,7 +423,7 @@ function initPuzzle() {
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// 'number' is used for C pointers
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var get_save_file = Module.cwrap('get_save_file', 'number', []);
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var free_save_file = Module.cwrap('free_save_file', 'void', ['number']);
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var load_game = Module.cwrap('load_game', 'void', ['string', 'number']);
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var load_game = Module.cwrap('load_game', 'void', ['array', 'number']);
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if (save_button) save_button.onclick = function(event) {
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if (dlg_dimmer === null) {
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@ -457,10 +457,10 @@ function initPuzzle() {
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var file = input.files.item(0);
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var reader = new FileReader();
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reader.addEventListener("loadend", function() {
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var string = reader.result;
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load_game(string, string.length);
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var array = new Uint8Array(reader.result);
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load_game(array, array.length);
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});
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reader.readAsText(file);
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reader.readAsArrayBuffer(file);
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}
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});
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input.click();
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