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