我正在尝试将实时视频从一个应用流式传输到另一个应用,目前我有2个应用。 app 1是服务器/发送者,app 2是客户端/接收者。在app 1中,我成功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它是如此像素化。
更新图片
这是第一个问题,但是我正在测试从桌面到另一个,我的目标是将IPAD流式传输到桌面,当我这样做时它很慢并且它会杀死ipad上的应用程序和桌面。
到目前为止我尝试了一些故障排除。
1:我认为这种情况正在发生,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调整大小,但我得到一个灰色纹理,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东西,但在12帧后,rawimage开始在视频和“?”之间闪烁。纹理如此之多,然后冻结在应用程序(ipad和桌面)
4:我相信我正在阅读纹理的方式导致了这个问题,因为我使用了Setpixels和Getpixels函数并且它们很重。
我的代码: 服务器/发件人方:
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/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();
}
}
答案 0 :(得分:17)
我运行了你的代码,它有时会工作并且有时失败(大约90%的时间)。它在我的计算机上运行 5 FPS 。这在移动设备上效果不佳,我相信你的目标是iPad。
您的代码中存在一些问题,但它们是非常严重的问题。
1.加载前未完全接收到您的图像。
这就是为什么你的图像看起来很奇怪。
人们在使用套接字时犯的最大错误是假设您发送的所有内容都会立即被收到。这不是真的。这就是您的客户编码方式。请阅读this。
这是我在答案中使用的方法:
A 。获取Texture2D
字节数组。
B 。发送字节数组长度。不是字节数组而是长度。
C 。客户将首先阅读长度。
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 。将收到的字节转换为数组。
您可以查看private int readImageByteSize(int size)
和private void readFrameByteArray(int size)
函数,了解如何读取所有字节。
当然,您还必须知道首先发送的数据长度。长度保存在int数据类型中。
最大int
值为2,147,483,647
,长度为10
。因此,我将首先发送的数组的数组长度设置为15
作为协议。这也是客户端必须遵守的规则。
现在这是如何运作的:
从Texture2D
读取字节数组,读取该数组的长度,将其发送到客户端。客户端遵循以下规则:第一个15
字节只是长度。然后,客户端将读取15
个字节,将其转换回 length ,然后在循环中使用 length 从服务器读取完整的Texture2D
。
使用void byteLengthToFrameByteArray(int byteLength, byte[] fullBytes)
和int frameByteArrayToByteLength(byte[] frameBytesLength)
函数完成长度转换。看看那些了解它们。
2.在主线程中执行套接字操作。
这就是我的计算机上 FPS 为5
的原因。
不要这样做,因为这会使你的帧速率变得很低,就像它已经存在一样。我已回答了很多这样的问题,但不会深入,因为看起来你知道自己在做什么,并尝试使用Thread
,但做错了。
A 。当您执行Thread
函数中的serverStream.Read(readBuffer, 0, readBuffer.Length);
时,您正在阅读主Update
。
你应该在
中完成Loom.RunAsync(() =>
{ //your red code });
<强>乙即可。当您使用<{p>}中的SendPng
发送数据时,您在stream.Write(pngBytes, 0, pngBytes.Length);
函数中犯了同样的错误
Loom.QueueOnMainThread(() =>
{});
您在Loom.QueueOnMainThread
中执行的任何操作都将在主Thread
中完成。
您应该在另一个Thread.Loom.RunAsync(() =>{});
最后,listner = new TcpListener(port);
是绝对的。这不会导致任何问题,但在您的服务器代码中使用listner = new TcpListener(IPAddress.Any, port);
应该监听nay IP。
完成所有这些修复后,我的计算机上的最终 FPS 已超过50
。下面的代码可以改进很多。我会把它留给你做。
您可以使用online code compare查看每个课程中发生变化的内容。
服务器强>:
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();
}
}
<强>客户端强>:
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();
}
}
}