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socket.on("render_data", function(data) {
console.log("render_data");
var canvas = document.getElementById('mycanvas');
var ctx = canvas.getContext('2d');
var canvasWidth = canvas.width;
var canvasHeight = canvas.height;
var img = new Image();
img.onload = function() { ctx.drawImage(img, 0, 0, canvasWidth, canvasHeight); };