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@tsilvers
Last active July 8, 2023 16:08
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Golang code to send binary image data to client through a websocket connection.
package main
import (
"flag"
"fmt"
"html/template"
"log"
"net/http"
"time"
"github.com/gorilla/websocket"
)
var addr = flag.String("addr", "localhost:8080", "http service address")
var upgrader = websocket.Upgrader{} // use default options
func echo(w http.ResponseWriter, r *http.Request) {
c, err := upgrader.Upgrade(w, r, nil)
if err != nil {
log.Print("upgrade:", err)
return
}
defer c.Close()
for {
mt, message, err := c.ReadMessage()
if err != nil {
log.Println("read:", err)
break
}
log.Printf("recv: %s", message)
if string(message) == "image" {
// Create and send image data
imageData := make([]byte, 640000)
start := time.Now()
for b := 255; b >= 0; b-- {
for row := 0; row < 400; row++ {
for col := 0; col < 400; col++ {
imageData[4*col+1600*row+0] = byte(255 - b)
imageData[4*col+1600*row+1] = byte(255 - b)
imageData[4*col+1600*row+2] = byte(b)
a := int(1.85 * (255.0 - float32(b)))
if row+col < a-20 || row+col > a+20 {
imageData[4*col+1600*row+3] = 0
} else {
imageData[4*col+1600*row+3] = 255
}
}
}
c.WriteMessage(websocket.BinaryMessage, imageData)
}
elapsed := time.Since(start)
secs := elapsed.Seconds()
fmt.Printf("Frame rate = %f\n", 256.0/secs)
} else {
err = c.WriteMessage(mt, message)
if err != nil {
log.Println("write:", err)
break
}
}
}
}
func home(w http.ResponseWriter, r *http.Request) {
homeTemplate.Execute(w, "ws://"+r.Host+"/echo")
}
func main() {
flag.Parse()
log.SetFlags(0)
http.HandleFunc("/echo", echo)
http.HandleFunc("/", home)
log.Fatal(http.ListenAndServe(*addr, nil))
}
var homeTemplate = template.Must(template.New("").Parse(`
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<script>
window.addEventListener("load", function(evt) {
var output = document.getElementById("output");
var input = document.getElementById("input");
var ws;
var print = function(message) {
var d = document.createElement("div");
d.innerHTML = message;
output.appendChild(d);
};
document.getElementById("open").onclick = function(evt) {
if (ws) {
return false;
}
ws = new WebSocket("{{.}}");
ws.binaryType = 'arraybuffer';
ws.onopen = function(evt) {
print("OPEN");
}
ws.onclose = function(evt) {
print("CLOSE");
ws = null;
}
ws.onmessage = function(evt) {
if (typeof evt.data == "object") {
draw(evt.data)
} else {
print("RESPONSE: " + evt.data);
}
}
ws.onerror = function(evt) {
print("ERROR: " + evt.data);
}
return false;
};
document.getElementById("send").onclick = function(evt) {
if (!ws) {
return false;
}
print("SEND: " + input.value);
ws.send(input.value);
return false;
};
document.getElementById("close").onclick = function(evt) {
if (!ws) {
return false;
}
ws.close();
return false;
};
});
</script>
</head>
<body>
<table>
<tr><td valign="top" width="50%">
<p>Click "Open" to create a connection to the server,
"Send" to send a message to the server and "Close" to close the connection.
You can change the message and send multiple times.
<p>
<form>
<button id="open">Open</button>
<button id="close">Close</button>
<p><input id="input" type="text" value="Hello world!">
<button id="send">Send</button>
</form>
<canvas id="canvas" style="width: 400px; height: 400px; border: 2px solid black;"></canvas>
</td><td valign="top" width="50%">
<div id="output"></div>
</td></tr></table>
</body>
<script>
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
function draw(data) {
var imageData = ctx.createImageData(400, 400);
var pixels = imageData.data;
var buffer = new Uint8Array(data);
for (var i=0; i < pixels.length; i++) {
pixels[i] = buffer[i];
}
ctx.putImageData(imageData, 0, 0);
}
</script>
</html>
`))
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