C#UDP比TCP慢

时间:2012-03-09 05:10:53

标签: c# video tcp udp udpclient

我正在尝试将Xbox Kinect中的视频源从客户端流式传输到服务器。我得到它使用TCP但我只能得到大约5 fps所以现在我正在尝试使用UDP。由于协议的工作方式,UDP应该更快,但似乎更慢。这是关于TCP的帖子(http://stackoverflow.com/questions/9627242/c-sharp-streaming-video-over-networkstream-tcpclient)

我可以通过我的局域网发送我想要的所有数据但是如果我把它们推得太快,我会开始丢失很多数据包。这就是我使用Thread.Sleep(20)的原因;增加卡盘的大小可以加快速度,但是我的最大限度是通过我的局域网发送,如果我理解正确,通过互联网发送的最大块大小约为1500字节。如果我一次只发送1500个字节,这将非常慢。我一定是做错了。

这是代码。

    private const int constChunkSize = 38400;
    protected UdpClient udpObject;

    private void HandleComm()
    {
        byte[] fullMessage = new byte[1228800];
        byte[] byteReceived;
        int currentIndex = 0;
        IPEndPoint remoteIPEndPoint = new IPEndPoint(ip, port);
        while (true)
        {                
            byteReceived = udpObject.Receive(ref remoteIPEndPoint);

            if (currentIndex + byteReceived.Length > 1228800)
            {
                int wtf = 0;
            }
            Array.Copy(byteReceived, 0, fullMessage, currentIndex, byteReceived.Length);
            currentIndex += byteReceived.Length;
            //Console.WriteLine("Recieved: " + currentIndex);
            if (currentIndex == 1228800)
            {
                if (OnDataReceived != null)
                {
                    FrameReceivedArgs args = new FrameReceivedArgs();
                    args.frame = new byte[fullMessage.Length];
                    fullMessage.CopyTo(args.frame, 0);
                    OnDataReceived(this, args);
                }
                currentIndex = 0;
                Console.WriteLine("Done receiving" + DateTime.Now.Ticks);
            }
        }            
    }

    public void sendData(byte[] data)
    {
        sending = true;
        sendThread = new Thread(sendDataThread);
        sendThread.Priority = ThreadPriority.Highest;
        sendThread.Start(data);            
    }

    private void sendDataThread(object tempData)
    {
        byte[] data = (byte[]) tempData;
        int totalBytes = data.Length;
        int currentBytes = 0;
        int bufferLength = constChunkSize;
        byte[] sendBytes = new byte[constChunkSize];

        while (currentBytes < totalBytes)
        {
            if (totalBytes - currentBytes < constChunkSize)
                bufferLength = totalBytes - currentBytes;

            Array.Copy(data, currentBytes, sendBytes, 0, bufferLength);

            currentBytes += bufferLength;
            udpObject.BeginSend(sendBytes, bufferLength, new AsyncCallback(sendingData), udpObject);
            Thread.Sleep(20);
            //Console.WriteLine("Sent: " + currentBytes);
        }
        Console.WriteLine("done sending" + DateTime.Now.Ticks);
        sending = false;
    }

    private void sendingData(IAsyncResult ar)
    {            
        udpObject.EndSend(ar);
    }

0 个答案:

没有答案