我正在尝试将实时视频从一个应用程序流式传输到另一个应用程序,目前我有 2 个应用程序。 app 1 是服务器/发送者,app 2 是客户端/接收者。在应用程序 1 中,我成功地将视频字节发送到客户端。在客户端,我也收到了所有的字节。我使用套接字和 TCP。我面临的问题是,当我收到视频字节并将它们分配给原始图像纹理时,纹理上的图像看起来放大太多并且像素化。
更新图片
这是我的流
这就是我在客户端上得到的。
这是第一个问题,但是我目前正在从台式机到另一个进行测试,我的目标是将 IPAD 流式传输到台式机,当我这样做时,速度很慢,并且会同时杀死 ipad 和台式机上的应用程序。
到目前为止我尝试过的一些故障排除。
1:我认为这是因为我有 2 种不同的分辨率,因为我从 ipad 流式传输到桌面
2:纹理图像太大,我输出它并返回630。我尝试使用Unity Texture2D.resize调整它的大小但我得到灰色纹理,因为该函数将像素设置为未识别
3:我使用其他库来调整纹理大小,我确实得到了我想要的,但是在 12 帧之后,原始图像开始在视频和“?”之间闪烁。纹理太多,然后它在两个应用程序(ipad 和桌面)上都卡住了
4:我相信我阅读纹理的方式是导致问题的原因,因为我同时使用了 Setpixels 和 Getpixels 函数,而且它们很重。
我的代码:
服务器/发送方:
using UnityEngine;
using System.Collections;
using System.IO;
using UnityEngine.UI;
using System;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.Collections.Generic;
public class Connecting : MonoBehaviour
{
WebCamTexture webCam;
public RawImage myImage;
Texture2D currentTexture;
private TcpListener listner;
private const int port = 8010;
private bool stop = false;
private List<TcpClient> clients = new List<TcpClient>();
private void Start()
{
// Open the Camera on the desired device, in my case IPAD pro
webCam = new WebCamTexture();
// Get all devices , front and back camera
webCam.deviceName = WebCamTexture.devices[WebCamTexture.devices.Length - 1].name;
// request the lowest width and heigh possible
webCam.requestedHeight = 10;
webCam.requestedWidth = 10;
webCam.Play();
/
currentTexture = new Texture2D(webCam.width, webCam.height);
// Connect to the server
listner = new TcpListener(port);
listner.Start();
// Create Seperate thread for requesting from client
Loom.RunAsync(() => {
while (!stop)
{
// Wait for client approval
var client = listner.AcceptTcpClient();
// We are connected
clients.Add(client);
Loom.RunAsync(() =>
{
while (!stop)
{
var stremReader = client.GetStream();
if (stremReader.CanRead)
{
// we need storage for data
using (var messageData = new MemoryStream())
{
Byte[] buffer = new Byte[client.ReceiveBufferSize];
while (stremReader.DataAvailable)
{
int bytesRead = stremReader.Read(buffer, 0, buffer.Length);
if (bytesRead == 0)
break;
// Writes to the data storage
messageData.Write(buffer, 0, bytesRead);
}
if (messageData.Length > 0)
{
// send pngImage
SendPng(client);
}
}
}
}
});
}
});
}
private void Update()
{
myImage.texture = webCam;
}
// Read video pixels and send them to the client
private void SendPng (TcpClient client)
{
Loom.QueueOnMainThread(() =>
{
// Get the webcame texture pixels
currentTexture.SetPixels(webCam.GetPixels());
var pngBytes = currentTexture.EncodeToPNG();
// Want to Write
var stream = client.GetStream();
// Write the image bytes
stream.Write(pngBytes, 0, pngBytes.Length);
// send it
stream.Flush();
});
}
// stop everything
private void OnApplicationQuit()
{
webCam.Stop();
stop = true;
listner.Stop();
foreach (TcpClient c in clients)
c.Close();
}
}
客户端/接收方
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.Net.Sockets;
using System.Net;
using System.IO;
public class reciver : MonoBehaviour
{
public RawImage image;
const int port = 8010;
public string IP = "";
TcpClient client;
Texture2D tex;
// Use this for initialization
void Start()
{
client = new TcpClient();
// connect to server
Loom.RunAsync(() => {
Debug.LogWarning("Connecting to server...");
// if on desktop
client.Connect(IPAddress.Loopback, port);
// if using the IPAD
//client.Connect(IPAddress.Parse(IP), port);
Debug.LogWarning("Connected!");
});
}
float lastTimeRequestedTex = 0;
// Update is called once per frame
void Update()
{
//if (Time.time - lastTimeRequestedTex < 0.1f)
// return;
lastTimeRequestedTex = Time.time;
if (!client.Connected)
return;
// Send 1 byte to server
var serverStream = client.GetStream();
// request the texture from the server
if (serverStream.CanWrite)
{
// Texture request
// send request
serverStream.WriteByte(byte.MaxValue);
serverStream.Flush();
Debug.Log("Succesfully send 1 byte");
}
if (serverStream.CanRead)
{
// Read the bytes
using (var writer = new MemoryStream())
{
var readBuffer = new byte[client.ReceiveBufferSize];
while (serverStream.DataAvailable)
{
int numberOfBytesRead = serverStream.Read(readBuffer, 0, readBuffer.Length);
if (numberOfBytesRead <= 0)
{
break;
}
writer.Write(readBuffer, 0, numberOfBytesRead);
}
if (writer.Length > 0)
{
// got whole data in writer
// Get the bytes and apply them to the texture
var tex = new Texture2D(0, 0);
tex.LoadImage(writer.ToArray());
Debug.Log(tex.width + tex.height);
image.texture = tex;
}
}
}
}
void OnApplicationQuit()
{
Debug.LogWarning("OnApplicationQuit");
client.Close();
}
}
最佳答案
我运行了你的代码,它有时工作,有时失败(大约 90% 的时间)。它在我的电脑上运行 5 帧/秒 .这在移动设备上效果不佳,我相信您的目标是 iPad。
您的代码中几乎没有问题,但它们是非常严重的问题。
1.您的图片在加载之前没有完全收到。
这就是为什么您的图像看起来如此奇怪的原因。
人们在使用 socket 时犯的最大错误是假设您发送的所有内容都会被立即收到。这不是真的。这就是您的客户端的编码方式。请阅读 this .
这是我在回答中使用的方法:
A .Get Texture2D
字节数组。
乙 .发送字节数组长度。不是字节数组,而是长度。
C .客户端会先读取长度。
D .客户端将使用该长度读取整个纹理数据/像素直到完成。
E .将接收到的字节转换为数组。
你可以看看private int readImageByteSize(int size)
和 private void readFrameByteArray(int size)
如何读取所有字节的函数。
当然,您还必须知道首先发送的数据长度的长度。长度以 int 数据类型保存。
最大 int
值为 2,147,483,647
那就是 10
数字长。所以,我把先发送的数组的数组长度设为15
作为协议(protocol)。这也是客户端必须遵守的规则。
这是它现在的工作方式:
从 Texture2D
读取字节数组,读取该数组的长度,将其发送给客户端。客户端遵循的规则是第一个 15
字节只是长度。然后客户端会读到 15
字节,将其转换回长度,然后在循环中使用该长度读取完整 Texture2D
从服务器。
长度转换是通过 void byteLengthToFrameByteArray(int byteLength, byte[] fullBytes)
完成的和 int frameByteArrayToByteLength(byte[] frameBytesLength)
职能。看看那些来理解它们。
2.在主线程中执行socket操作。
这就是为什么每秒帧数 是 5
在我的电脑上。
不要这样做,因为这会使您的帧速率变低,就像它已经一样。我已经回答了很多这样的问题,但不会深入,因为看起来您知道自己在做什么并尝试使用 Thread
但做错了。
A .您正在阅读主要 Thread
当您这样做时:serverStream.Read(readBuffer, 0, readBuffer.Length);
在 Update
功能。
你应该在里面这样做
Loom.RunAsync(() =>
{ //your red code });
乙 .您在
SendPng
中犯了同样的错误函数,当您使用 stream.Write(pngBytes, 0, pngBytes.Length);
发送数据时在里面Loom.QueueOnMainThread(() =>
{});
你在里面做的任何事情
Loom.QueueOnMainThread
将在主 Thread
中完成.您应该在另一个
Thread.Loom.RunAsync(() =>{});
中进行发送最后,
listner = new TcpListener(port);
是过时的。这没有造成任何问题,但使用 listner = new TcpListener(IPAddress.Any, port);
在您的服务器代码中,它应该监听 nay IP。最后每秒帧数 结束
50
完成所有这些修复后在我的电脑上。下面的代码可以改进很多。我会把它留给你去做。您可以使用 online code compare看到每个类(class)发生的变化。
服务器 :
using UnityEngine;
using System.Collections;
using System.IO;
using UnityEngine.UI;
using System;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.Collections.Generic;
public class Connecting : MonoBehaviour
{
WebCamTexture webCam;
public RawImage myImage;
public bool enableLog = false;
Texture2D currentTexture;
private TcpListener listner;
private const int port = 8010;
private bool stop = false;
private List<TcpClient> clients = new List<TcpClient>();
//This must be the-same with SEND_COUNT on the client
const int SEND_RECEIVE_COUNT = 15;
private void Start()
{
Application.runInBackground = true;
//Start WebCam coroutine
StartCoroutine(initAndWaitForWebCamTexture());
}
//Converts the data size to byte array and put result to the fullBytes array
void byteLengthToFrameByteArray(int byteLength, byte[] fullBytes)
{
//Clear old data
Array.Clear(fullBytes, 0, fullBytes.Length);
//Convert int to bytes
byte[] bytesToSendCount = BitConverter.GetBytes(byteLength);
//Copy result to fullBytes
bytesToSendCount.CopyTo(fullBytes, 0);
}
//Converts the byte array to the data size and returns the result
int frameByteArrayToByteLength(byte[] frameBytesLength)
{
int byteLength = BitConverter.ToInt32(frameBytesLength, 0);
return byteLength;
}
IEnumerator initAndWaitForWebCamTexture()
{
// Open the Camera on the desired device, in my case IPAD pro
webCam = new WebCamTexture();
// Get all devices , front and back camera
webCam.deviceName = WebCamTexture.devices[WebCamTexture.devices.Length - 1].name;
// request the lowest width and heigh possible
webCam.requestedHeight = 10;
webCam.requestedWidth = 10;
myImage.texture = webCam;
webCam.Play();
currentTexture = new Texture2D(webCam.width, webCam.height);
// Connect to the server
listner = new TcpListener(IPAddress.Any, port);
listner.Start();
while (webCam.width < 100)
{
yield return null;
}
//Start sending coroutine
StartCoroutine(senderCOR());
}
WaitForEndOfFrame endOfFrame = new WaitForEndOfFrame();
IEnumerator senderCOR()
{
bool isConnected = false;
TcpClient client = null;
NetworkStream stream = null;
// Wait for client to connect in another Thread
Loom.RunAsync(() =>
{
while (!stop)
{
// Wait for client connection
client = listner.AcceptTcpClient();
// We are connected
clients.Add(client);
isConnected = true;
stream = client.GetStream();
}
});
//Wait until client has connected
while (!isConnected)
{
yield return null;
}
LOG("Connected!");
bool readyToGetFrame = true;
byte[] frameBytesLength = new byte[SEND_RECEIVE_COUNT];
while (!stop)
{
//Wait for End of frame
yield return endOfFrame;
currentTexture.SetPixels(webCam.GetPixels());
byte[] pngBytes = currentTexture.EncodeToPNG();
//Fill total byte length to send. Result is stored in frameBytesLength
byteLengthToFrameByteArray(pngBytes.Length, frameBytesLength);
//Set readyToGetFrame false
readyToGetFrame = false;
Loom.RunAsync(() =>
{
//Send total byte count first
stream.Write(frameBytesLength, 0, frameBytesLength.Length);
LOG("Sent Image byte Length: " + frameBytesLength.Length);
//Send the image bytes
stream.Write(pngBytes, 0, pngBytes.Length);
LOG("Sending Image byte array data : " + pngBytes.Length);
//Sent. Set readyToGetFrame true
readyToGetFrame = true;
});
//Wait until we are ready to get new frame(Until we are done sending data)
while (!readyToGetFrame)
{
LOG("Waiting To get new frame");
yield return null;
}
}
}
void LOG(string messsage)
{
if (enableLog)
Debug.Log(messsage);
}
private void Update()
{
myImage.texture = webCam;
}
// stop everything
private void OnApplicationQuit()
{
if (webCam != null && webCam.isPlaying)
{
webCam.Stop();
stop = true;
}
if (listner != null)
{
listner.Stop();
}
foreach (TcpClient c in clients)
c.Close();
}
}
客户 :
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.Net.Sockets;
using System.Net;
using System.IO;
using System;
public class reciver : MonoBehaviour
{
public RawImage image;
public bool enableLog = false;
const int port = 8010;
public string IP = "192.168.1.165";
TcpClient client;
Texture2D tex;
private bool stop = false;
//This must be the-same with SEND_COUNT on the server
const int SEND_RECEIVE_COUNT = 15;
// Use this for initialization
void Start()
{
Application.runInBackground = true;
tex = new Texture2D(0, 0);
client = new TcpClient();
//Connect to server from another Thread
Loom.RunAsync(() =>
{
LOGWARNING("Connecting to server...");
// if on desktop
client.Connect(IPAddress.Loopback, port);
// if using the IPAD
//client.Connect(IPAddress.Parse(IP), port);
LOGWARNING("Connected!");
imageReceiver();
});
}
void imageReceiver()
{
//While loop in another Thread is fine so we don't block main Unity Thread
Loom.RunAsync(() =>
{
while (!stop)
{
//Read Image Count
int imageSize = readImageByteSize(SEND_RECEIVE_COUNT);
LOGWARNING("Received Image byte Length: " + imageSize);
//Read Image Bytes and Display it
readFrameByteArray(imageSize);
}
});
}
//Converts the data size to byte array and put result to the fullBytes array
void byteLengthToFrameByteArray(int byteLength, byte[] fullBytes)
{
//Clear old data
Array.Clear(fullBytes, 0, fullBytes.Length);
//Convert int to bytes
byte[] bytesToSendCount = BitConverter.GetBytes(byteLength);
//Copy result to fullBytes
bytesToSendCount.CopyTo(fullBytes, 0);
}
//Converts the byte array to the data size and returns the result
int frameByteArrayToByteLength(byte[] frameBytesLength)
{
int byteLength = BitConverter.ToInt32(frameBytesLength, 0);
return byteLength;
}
/////////////////////////////////////////////////////Read Image SIZE from Server///////////////////////////////////////////////////
private int readImageByteSize(int size)
{
bool disconnected = false;
NetworkStream serverStream = client.GetStream();
byte[] imageBytesCount = new byte[size];
var total = 0;
do
{
var read = serverStream.Read(imageBytesCount, total, size - total);
//Debug.LogFormat("Client recieved {0} bytes", total);
if (read == 0)
{
disconnected = true;
break;
}
total += read;
} while (total != size);
int byteLength;
if (disconnected)
{
byteLength = -1;
}
else
{
byteLength = frameByteArrayToByteLength(imageBytesCount);
}
return byteLength;
}
/////////////////////////////////////////////////////Read Image Data Byte Array from Server///////////////////////////////////////////////////
private void readFrameByteArray(int size)
{
bool disconnected = false;
NetworkStream serverStream = client.GetStream();
byte[] imageBytes = new byte[size];
var total = 0;
do
{
var read = serverStream.Read(imageBytes, total, size - total);
//Debug.LogFormat("Client recieved {0} bytes", total);
if (read == 0)
{
disconnected = true;
break;
}
total += read;
} while (total != size);
bool readyToReadAgain = false;
//Display Image
if (!disconnected)
{
//Display Image on the main Thread
Loom.QueueOnMainThread(() =>
{
displayReceivedImage(imageBytes);
readyToReadAgain = true;
});
}
//Wait until old Image is displayed
while (!readyToReadAgain)
{
System.Threading.Thread.Sleep(1);
}
}
void displayReceivedImage(byte[] receivedImageBytes)
{
tex.LoadImage(receivedImageBytes);
image.texture = tex;
}
// Update is called once per frame
void Update()
{
}
void LOG(string messsage)
{
if (enableLog)
Debug.Log(messsage);
}
void LOGWARNING(string messsage)
{
if (enableLog)
Debug.LogWarning(messsage);
}
void OnApplicationQuit()
{
LOGWARNING("OnApplicationQuit");
stop = true;
if (client != null)
{
client.Close();
}
}
}
关于c# - 统一 : Live Video Streaming,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/42717713/