C#通过NetworkStream/TCPClient流式传输视频
本文关键字:传输 视频 TCPClient 通过 NetworkStream | 更新日期: 2023-09-27 18:27:16
我正在将Xbox Kinect的视频馈送从客户端程序发送到服务器。我有一切工作,但问题是帧速率。我在想,现在发生的事情是它发送的速度快于读取的速度。因此,当它不能再发送时,它会存储要发送的内容,并等待缓冲区中有空间。我之所以认为这是正在发生的事情,是因为我可以看到程序的内存使用量稳步增长。也因为当我观看视频时,我看到了大约10秒前发生的一切,播放速度较慢,但没有跳过任何帧。所以我所做的是将帧速率降低到每秒5帧,当我这样做的时候,它是稳定的。但这不是最好的方法。我想做的是,当缓冲区满了时,跳过那个帧,等到缓冲区有空间发送帧。这听起来可能是问题所在吗?如果是,我该如何解决?谢谢
这是发送和接收数据的代码。
private const int constChunkSize = 4096;
private const int constIntSize = 4;
protected TcpClient tcpObject;
protected NetworkStream tcpStream;
private void HandleComm()
{
try
{
tcpStream = tcpObject.GetStream();
byte[] totalByteAray = new byte[constIntSize];
byte[] message = new byte[constChunkSize];
byte[] fullMessage = new byte[0];
//this is how many bytes long the message will be
int totalBytes = 0;
int currentBytes = 0;
int chunkSize = constChunkSize;
int bytesRead = 0;
pingThread = new Thread(sendPing);
pingThread.Start();
while (true)
{
//skip reading if no data is available
//DataAvailable does not tell you when all the data has arrived
//it just tell you if some data has arrived
if (tcpStream.CanRead)
{
totalBytes = 0;
currentBytes = 0;
message = new byte[constChunkSize];
chunkSize = constChunkSize;
bytesRead = 0;
//The first 4 bytes of the message will always contain the length of the message, not including
//the first 4 bytes. This is how you know when to stop reading.
bytesRead = tcpStream.Read(totalByteAray, 0, constIntSize);
if (bytesRead == 0)
Disconnect();
//there are 4 bytes in a 32 bit number, so totalByteArrayContains 4 index that is a byte which is
//the 32 bit int that tells us how many bytes the whole message will be.
//now convert the totalByteArray to a 32bit int
totalBytes = BitConverter.ToInt32(totalByteAray, 0);
//fullMessage will contain the entire message but it has to be built message by message.
fullMessage = new byte[totalBytes];
//keep reading until we get all the data
while (currentBytes < totalBytes)
{
//when you send something over TCP it will some times get split up
//this is why you only read in chuncks, 4096 is a safe amount of bytes
//to split the data into.
if (totalBytes - currentBytes < constChunkSize)
{
chunkSize = totalBytes - currentBytes;
message = new byte[chunkSize];
}
bytesRead = tcpStream.Read(message, 0, chunkSize);
if (bytesRead == 0)
Disconnect();
//since we know each chunk will always come in at 4096 bytes if it doesn't that means that it's the end
//this part cuts off the extra empty bytes
//copy the message to fullMessage starting at current bytes and ending with the bytes left
message.CopyTo(fullMessage, currentBytes);
currentBytes += bytesRead;
}
//message has successfully been received
if (totalBytes != 0)
{
//if the message was a ping handle it here to reduce the size of the packet
if (fullMessage.Length == 1 && (fullMessage[0] == 0 || fullMessage[0] == 255))
{
//if the message matches your ping byte, then it's yours
if (fullMessage[0] == pingByte[0])
{
lastReceivedPing = DateTime.Now;
latency = (lastReceivedPing - lastSentPing).TotalMilliseconds;
if (OnPingReceived != null)
{
PingReceivedArgs args = new PingReceivedArgs();
args.receivedTime = lastReceivedPing;
args.latency = latency;
OnPingReceived(this, args);
}
}
//if it doesn't then send it off
else
{
sendData(fullMessage);
}
}
//if it's anything else pass it on
else
{
if (OnRawDataReceived != null)
{
RawDataReceivedArgs args = new RawDataReceivedArgs();
args.Data = new byte[fullMessage.Length];
fullMessage.CopyTo(args.Data, 0);
OnRawDataReceived(this, args);
}
}
totalBytes = 0;
}
}
}
}
catch
{
Disconnect();
}
}
protected void sendData(byte[] data)
{
try
{
//we need to know how big the data that we are sending will be
int length = data.Length;
//convert the 32bit int to a 4 byte array
byte[] lengthArray = BitConverter.GetBytes(length);
//init the main byte array that will be sent over
byte[] buffer = new byte[length + constIntSize];
//the first 4 bytes will contain the length of the data
lengthArray.CopyTo(buffer, 0);
//the rest of the buffer will contain the data being sent
data.CopyTo(buffer, constIntSize);
tcpStream.BeginWrite(buffer, 0, buffer.Length, new AsyncCallback(sendingData), tcpStream);
}
catch
{
Disconnect();
}
}
我研究过使用Socket.Available属性(http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.available.aspx)看看缓冲区上有多少数据,但它似乎永远不会满。
TCP在该任务中可能效率低下。您应该使用UDP(数据报套接字)进行无连接且不可靠的传输。由于TCP需要连接并提供安全性,它比UDP慢,因此在视频流传输过程中不应优先使用它。