ref: 8d3a93ce47237114a88d8bed81ab175994eb9a6b
parent: 2499eb47fa4e0c86bc1b6100b4922026670b2ad8
author: Ben Harris <bjh21@bjh21.me.uk>
date: Sun Apr 2 16:58:30 EDT 2023
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.
--- a/emccpre.js
+++ b/emccpre.js
@@ -423,7 +423,7 @@
// 'number' is used for C pointers
var get_save_file = Module.cwrap('get_save_file', 'number', []);
var free_save_file = Module.cwrap('free_save_file', 'void', ['number']);
- var load_game = Module.cwrap('load_game', 'void', ['string', 'number']);
+ var load_game = Module.cwrap('load_game', 'void', ['array', 'number']);
if (save_button) save_button.onclick = function(event) {
if (dlg_dimmer === null) {
@@ -457,10 +457,10 @@
var file = input.files.item(0);
var reader = new FileReader();
reader.addEventListener("loadend", function() {
- var string = reader.result;
- load_game(string, string.length);
+ var array = new Uint8Array(reader.result);
+ load_game(array, array.length);
});
- reader.readAsText(file);
+ reader.readAsArrayBuffer(file);
}
});
input.click();