Hello and to a very happy and more healthy 2021!
I am setting up a small communication interface between a JS client and a AS3 Server based on the Websockets protocol. For various reasons I need to compress and base64 encode the payloads. From AS3 to JS everything works like this (using https://github.com/blooddy/blooddy_crypto to handle the Base64 en/decryption ) :
function encodeMessage(message:String):String{
var rawData:ByteArray=new ByteArray()
rawData.writeUTFBytes( encodeURIComponent(message) );
rawData.compress();
var b64 = Base64.encode(rawData);
return b64;
};
decoding in JS with pako for inflation (https://github.com/nodeca/pako):
decodePayload(payload){
let rawfile = (atob(payload));
var bytes = [];
for (var fileidx = 0; fileidx < rawfile.length; fileidx ) {
var abyte = rawfile.charCodeAt(fileidx) & 0xff;
bytes.push(abyte);
}
var plain = pako.inflate(bytes);
var enc = "";
for (var i = 0; i < plain.length; i ) {
enc = String.fromCharCode(plain[i]);
}
return decodeURIComponent(enc);
}
now the other direction creates some problems: in JS I use:
encodeMessage(message){
let enc = encodeURIComponent(message)
let zlib = pako.deflate(enc)
let b64 = btoa(zlib);
return b64;
}
but then I am running into issues on the AS3 side:
function decodePayload(payload:String){
var ba:ByteArray = Base64.decode(payload);
//this is where the error happens
ba.uncompress();
}
the error is a "Error: Error #2058: There was an error decompressing the data." I suspect that the bytearry i receive from pako.deflate is different from what AS3 is using?
Any pointers welcome!
CodePudding user response:
here is the solution - a stupid little oversight of course ;)
in the encode function in JS the Uint8Array needs to be converted into a BinaryString before it gets Base64 encoded:
function encodeMessage(message){
let enc = encodeURIComponent(message);
let zlib = pako.deflate(enc);
let binstring = convertUint8ArrayToBinaryString(zlib);
let b64 = btoa(binstring);
return b64;
};
function convertUint8ArrayToBinaryString(u8Array) {
var i, len = u8Array.length, b_str = "";
for (i=0; i<len; i ) {
b_str = String.fromCharCode(u8Array[i]);
}
return b_str;
}
Then all is well in Roswell.
CodePudding user response:
It's not obvious if your AS3 code is used in just an SWF file or you have an AIR project.
- If making an AIR project:
Try using uncompress.apply
... (code not yet tested).
//# this is where the error happens
//ba.uncompress();
//# try this..
ba.uncompress.apply(ba, ["deflate"]);
- If making an SWF project:
When I needed Deflate algorithm inside an SWF running on browser I used a port of Zlib.
Get as3zlib at: https://github.com/BenV/as3zlib (is a port of Zlib for Java).
note: While in JS it's better to make local vars rather than global, this a quirk of JavaScript and actually in most C-like languages (Java, C#, AS3, etc) this is opposite, a global variable is less expensive than constantly making local vars every time the function is called.
Here is a usage example:
//# import Zlib Class
import Zlib;
//# setup global vars
var zlibdecomp :Zlib;
var ba :ByteArray = new ByteArray;
var decoded_BA :ByteArray = new ByteArray;
//# try Deflate algo...
function decodePayload(payload:String)
{
zlibdecomp = new Zlib;
ba.clear(); //in case it already has data from a prev decode
//# all code below can be done in this one line
//ba = zlibdecomp.uncompress( Base64.decode(payload) );
ba = Base64.decode(payload);
//# this is where the error happens...
//ba.uncompress();
//# try this...
decoded_BA = zlibdecomp.uncompress( ba ); //inflate to original big from small/compressed
//ba = decoded_BA; //if this way of updating is needed
}