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WASM: move save file encoding from JS into C.
The previous fix worked OK, but it was conceptually wrong. Puzzles save files are better regarded as binary, not text: the length fields are measured in bytes, so translating the file into a different multibyte character encoding would invalidate them. So it was wrong to fetch a C byte string containing the exactly right binary data, then translate it into a Javascript string as if decoding from UTF-8, then retranslate to a representation of a bytewise encoding via encodeURIComponent, and then label the result as application/octet-stream. This probably wouldn't have caused any problems in practice, because I don't remember any situation in which my save files use characters outside printable ASCII (plus newline). But it's not actually forbidden, so a save file might choose to do that some day, so that UTF-8 decode/reencode hidden in the JS was a latent bug. Now the URI-encoding is done on the C side, while we still know exactly what the binary data ought to look like and can be sure we're translating it byte for byte into the output encoding for the data: URI. By the time the JS receives a string pointer from get_save_file, it's already URI-encoded, which _guarantees_ that it's in ASCII and won't be messed about with by Emscripten's UTF8ToString.
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@ -379,8 +379,7 @@ function initPuzzle() {
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"Click to download the "));
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var a = document.createElement("a");
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a.download = "puzzle.sav";
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a.href = "data:application/octet-stream," +
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encodeURIComponent(savefile_text);
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a.href = "data:application/octet-stream," + savefile_text;
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a.appendChild(document.createTextNode("saved-game file"));
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dlg_form.appendChild(a);
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dlg_form.appendChild(document.createTextNode("."));
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