26

有没有关于如何提供图像的简单直接的例子?从服务器到客户端?通过缓冲还是直接调用下载?(目标是有效地近乎实时地获取图像文件,以呈现近乎实时的图像流)并附加到 html 图像标签或仅在 html 页面的正文中。

不完整的示例代码:(大部分来自官方示例或只是来自stackoverflow的代码)

index.js

// basic variables
var app = require('express')();
var http = require('http').Server(app);
var io = require('socket.io')(http);

var fs = require('fs'); // required for file serving

http.listen(3000, function(){
  console.log('listening on *:3000');
});

// location to index.html
app.get('/', function(req, res){
  res.sendFile(__dirname + '/index.html');
});

// only to test chat sample code from sample
io.on('connection', function(socket){

  console.log('a user connected');
    // broadcast a message
  socket.broadcast.emit('chat message', 'System Broadcast Message: a user has been connected');
  socket.on('chat message', function(msg){
    io.emit('chat message', msg);
  });

// trying to serve the image file from the server
io.on('connection', function(socket){
  fs.readFile(__dirname + '/images/image.jpg', function(err, buf){
    // it's possible to embed binary data
    // within arbitrarily-complex objects
    socket.emit('image', { image: true, buffer: buf });
    console.log('image file is initialized');
  });
});

(客户端 html 页面) index.html (我们将只讨论提供图像的部分)我们可以在客户端做些什么来获取文件并在 html 页面上提供图像?

  socket.on("image", function(image, buffer) {
     if(image)
     {
         console.log(" image: from client side");
         // code to handle buffer like drawing with canvas** <--- is canvas drawing/library a requirement?  is there an alternative? another quick and dirty solution?
        console.log(image);
        // what can we do here to serve the image onto an img tag?
     }

 });

谢谢你的阅读


更新:

在下面的代码片段之后,它还需要将“buffer”变量更改为 image.buffer 以使图像正确显示

基本上改变线从

img.src = 'data:image/jpeg;base64,' + buffer;

img.src = 'data:image/jpeg;base64,' + image.buffer;
4

1 回答 1

41

一种可能的解决方案是对图像数据进行 base64 编码并通过以下方式在浏览器中使用它image.src

在服务器端,尝试更改:

socket.emit('image', { image: true, buffer: buf });

对此:

socket.emit('image', { image: true, buffer: buf.toString('base64') });

然后在客户端:

var ctx = document.getElementById('canvas').getContext('2d');

// ...

socket.on("image", function(info) {
  if (info.image) {
    var img = new Image();
    img.src = 'data:image/jpeg;base64,' + info.buffer;
    ctx.drawImage(img, 0, 0);
  }
});
于 2014-10-13T01:40:31.760 回答