Files
noVNC/core/decoders/hextile.js
Pierre Ossman d0203a5995 Always return copy of data from socket
We don't know how long the caller will hang on to this data, so we need
to be safe by default and assume it will kept indefinitely. That means
we can't return a reference to the internal buffer, as that will get
overwritten with future messages.

We want to avoid unnecessary copying in performance critical code,
though. So allow code to explicitly ask for a shared buffer, assuming
they know the data needs to be consumed immediately.
2023-06-04 19:12:02 +02:00

182 lines
5.9 KiB
JavaScript

/*
* noVNC: HTML5 VNC client
* Copyright (C) 2019 The noVNC Authors
* Licensed under MPL 2.0 (see LICENSE.txt)
*
* See README.md for usage and integration instructions.
*
*/
import * as Log from '../util/logging.js';
export default class HextileDecoder {
constructor() {
this._tiles = 0;
this._lastsubencoding = 0;
this._tileBuffer = new Uint8Array(16 * 16 * 4);
}
decodeRect(x, y, width, height, sock, display, depth) {
if (this._tiles === 0) {
this._tilesX = Math.ceil(width / 16);
this._tilesY = Math.ceil(height / 16);
this._totalTiles = this._tilesX * this._tilesY;
this._tiles = this._totalTiles;
}
while (this._tiles > 0) {
let bytes = 1;
if (sock.rQwait("HEXTILE", bytes)) {
return false;
}
let subencoding = sock.rQpeek8();
if (subencoding > 30) { // Raw
throw new Error("Illegal hextile subencoding (subencoding: " +
subencoding + ")");
}
const currTile = this._totalTiles - this._tiles;
const tileX = currTile % this._tilesX;
const tileY = Math.floor(currTile / this._tilesX);
const tx = x + tileX * 16;
const ty = y + tileY * 16;
const tw = Math.min(16, (x + width) - tx);
const th = Math.min(16, (y + height) - ty);
// Figure out how much we are expecting
if (subencoding & 0x01) { // Raw
bytes += tw * th * 4;
} else {
if (subencoding & 0x02) { // Background
bytes += 4;
}
if (subencoding & 0x04) { // Foreground
bytes += 4;
}
if (subencoding & 0x08) { // AnySubrects
bytes++; // Since we aren't shifting it off
if (sock.rQwait("HEXTILE", bytes)) {
return false;
}
let subrects = sock.rQpeekBytes(bytes).at(-1);
if (subencoding & 0x10) { // SubrectsColoured
bytes += subrects * (4 + 2);
} else {
bytes += subrects * 2;
}
}
}
if (sock.rQwait("HEXTILE", bytes)) {
return false;
}
// We know the encoding and have a whole tile
sock.rQshift8();
if (subencoding === 0) {
if (this._lastsubencoding & 0x01) {
// Weird: ignore blanks are RAW
Log.Debug(" Ignoring blank after RAW");
} else {
display.fillRect(tx, ty, tw, th, this._background);
}
} else if (subencoding & 0x01) { // Raw
let pixels = tw * th;
let data = sock.rQshiftBytes(pixels * 4, false);
// Max sure the image is fully opaque
for (let i = 0;i < pixels;i++) {
data[i * 4 + 3] = 255;
}
display.blitImage(tx, ty, tw, th, data, 0);
} else {
if (subencoding & 0x02) { // Background
this._background = new Uint8Array(sock.rQshiftBytes(4));
}
if (subencoding & 0x04) { // Foreground
this._foreground = new Uint8Array(sock.rQshiftBytes(4));
}
this._startTile(tx, ty, tw, th, this._background);
if (subencoding & 0x08) { // AnySubrects
let subrects = sock.rQshift8();
for (let s = 0; s < subrects; s++) {
let color;
if (subencoding & 0x10) { // SubrectsColoured
color = sock.rQshiftBytes(4);
} else {
color = this._foreground;
}
const xy = sock.rQshift8();
const sx = (xy >> 4);
const sy = (xy & 0x0f);
const wh = sock.rQshift8();
const sw = (wh >> 4) + 1;
const sh = (wh & 0x0f) + 1;
this._subTile(sx, sy, sw, sh, color);
}
}
this._finishTile(display);
}
this._lastsubencoding = subencoding;
this._tiles--;
}
return true;
}
// start updating a tile
_startTile(x, y, width, height, color) {
this._tileX = x;
this._tileY = y;
this._tileW = width;
this._tileH = height;
const red = color[0];
const green = color[1];
const blue = color[2];
const data = this._tileBuffer;
for (let i = 0; i < width * height * 4; i += 4) {
data[i] = red;
data[i + 1] = green;
data[i + 2] = blue;
data[i + 3] = 255;
}
}
// update sub-rectangle of the current tile
_subTile(x, y, w, h, color) {
const red = color[0];
const green = color[1];
const blue = color[2];
const xend = x + w;
const yend = y + h;
const data = this._tileBuffer;
const width = this._tileW;
for (let j = y; j < yend; j++) {
for (let i = x; i < xend; i++) {
const p = (i + (j * width)) * 4;
data[p] = red;
data[p + 1] = green;
data[p + 2] = blue;
data[p + 3] = 255;
}
}
}
// draw the current tile to the screen
_finishTile(display) {
display.blitImage(this._tileX, this._tileY,
this._tileW, this._tileH,
this._tileBuffer, 0);
}
}