The solution is a bit complicated but should work in Chrome, Firefox, and IE10+ (not sure about Opera and Safari):
Somewhere on the server-side:
io.on('connection', function(socket){
fs.readFile('/path/to/image.png', function(err, buffer){
socket.emit('image', { buffer: buffer });
});
});
And here is how you handle it on a client:
socket.on('image', function(data) {
var uint8Arr = new Uint8Array(data.buffer);
var binary = '';
for (var i = 0; i < uint8Arr.length; i++) {
binary += String.fromCharCode(uint8Arr[i]);
}
var base64String = window.btoa(binary);
var img = new Image();
img.onload = function() {
var canvas = document.getElementById('yourCanvasId');
var ctx = canvas.getContext('2d');
var x = 0, y = 0;
ctx.drawImage(this, x, y);
}
img.src = 'data:image/png;base64,' + base64String;
});
Just replace yourCanvasId
with your canvas id :)
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