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Re: [whatwg] Accessing local files with JavaScript portably and securely

From: Roger Hågensen <rh_whatwg@skuldwyrm.no>
Date: Wed, 19 Apr 2017 17:23:28 +0200
To: whatwg@lists.whatwg.org
Message-ID: <abbc692b-8a58-5608-f7f2-8ab4766d32ca@skuldwyrm.no>
On 2017-04-19 11:28, Anne van Kesteren wrote:
> I already pointed to https://wicg.github.io/entries-api/ as a way to
> get access to a directory of files and <input type=file> as a way to
> get access to a sequence of files. Both for read access. I haven't
> seen any interest to go beyond that.

Is this the Filesystem & FileWriter API ?
This was added to Chrome/Opera under the webkit prefix 7 years ago, Edge 
and Firefox has not picked this up yet (just the Reader part).
(as shown by http://caniuse.com/#search=file )

I avoid prefixed features, and try to use only features that latest 
Edge/Chrome/Firefox support so that end users are more likely to not end 
up in a situation where their browser do not support a app.

And unless I remember wrong Firefox did support this at some point then 
removed it again.


Take for example my soundbank app.

A end user would want to either use a file selector or drag'n'drop to 
the app (browser) window to add files to the soundboard.

Let us assume that 30+ sounds are added (I don't even think the 
filerequester handles multiselection properly in all browsers today)

Would it be fair to expect the user to have to re-add these each time 
they start/open the app? During a week that is a lot of pointless work.
Saving filenames is not practical, and even if it was there would be no 
paths.

And storing the sounds in IndexDB or localStorage is out of the question 
as that is limited to a total of 5MB or even less in most browsers, 30+ 
samples easily consumes that.

The ideal here is to make a html soundboard app locally (i.e file://) 
then copy it as is to a webserver. Users can either use it from there 
(http:// or https:// online and/or offline) or "Save As" the document 
and use it locally (file://) for preservation or offline use without 
server dependency.

The only way to make this work currently is to make the user hand write 
the path (full or relative) to each sound and store that in localStorage 
along with volume and fade in/out.
But fade in and out is "faked" by adjusting the <audio> volume as CORS 
prevents processing the audio and doing a proper crossfade between 
sounds which is possible but locked down due to CORS.

I can understand limitations due to security concerns, but arbitrary 
limitations to functionality baffles me.

I do not see much difference between file:// http(s):// besides one 
allowing serverside data processing and http headers, but these days 
most apps are entirely clientside. A sample editor can be written that 
is fully clientside, even including mic recording normalizing, FX, the 
server is not involved in any stage except delivering the .html file + a 
few lines of headers. The web app itself is identical (i.e. 
hash/checksum identical) be it http(s): or file:

The benefit is that "the app is the source code" which is a ideal goal 
of open source as anyone can review and copy and modify as they please.
And in theory it could run just as well truly offline/standalone as it 
could online without the need for a local webserver or similar.

I'd dare say that thinking of a web app as something hosted only from a 
server via http(s) is a antiquated idea.
These days a "web" app can be hosted via anything, want to open a webapp 
that is served from a cloud storage like Dropbox? Not a problem.
Well, almost not a problem. a cloud storage probably do not have the 
proper CORS header to allow a sample editor to process sound from local 
files or files stored on a different cloud service.

And a soundboard or a sample editor is just two examples, a image or 
video edit would have similar issues. OR what about a game with mod 
support? Being able to drag'n'drop a mod onto a game and then have the 
game load it the next time you start the game would be a huge benefit.
But currently this can not be done, the mod would have to be uploaded to 
the server the game is served from, even if the game itself does not use 
or need any serverside scripting.

Or imagine a medical app that needs to read in CSV data, such a app 
could work fully offline/local and load up the data each time it's 
started. Storing the data in localstorage/indexDB would be limited to 
whatever else is stored as far as size goes, and browsers can just wipe 
the local storage/indexDB without warning. At least a local file stored 
on d:\docs\ is safe from vanishing.

Even if the app itself is online and served from a server you still 
can't have it load a list.CSV from d:\docs\ when starting it for 
example. And IndexDB/localStorage is limited to around 5MB total for 
that domain. Maybe there is a desire to switch between datasets 
list1.csv and list2.csv and list3.csv and before you know it you open 
xray.png enhance a area and save that change (in localStorage as you can 
save the path and a zoomvalue you have to save the entire image instead) 
and suddenly list1.csv get deleted from localStorage for that domain. 
And these are limitations to http(s): and not just file:


-- 
Unless specified otherwise, anything I write publicly is considered 
Public Domain (CC0).
Roger Hågensen,
Freelancer, Norway.
Received on Wednesday, 19 April 2017 15:24:08 UTC

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