Aer*_*ion 5 c# textures video-streaming unity-game-engine unity-networking
正如问题所述,我一直在尝试将 WebCamTexture 从带有网络摄像头的客户端流式传输到服务器。双方(客户端和服务器)都在 Unity 中。稍后,客户端将部署到 Android,而服务器将是一个桌面应用程序。
目前我正在使用以下方法获取纹理的像素:
tex.GetPixels32();
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并使用自定义序列化程序对它们进行序列化(以优化其大小)。我目前有一个未压缩的字节数组,每帧大约 3.5MB 准备发送。我知道它很大,但我想在压缩部分和实时部分开始之前传输它。
该过程的最后一部分应该是使用新的 Unity NetworkTransport 静态类发送它。距离上次用sockets已经很久了,真的很烂。目前我无法让它工作。
这是我的服务器端代码(为清楚起见省略了序列化代码):
void Start()
{
webcamTexture = new WebCamTexture();
Background.texture = webcamTexture;
Background.material.mainTexture = webcamTexture;
webcamTexture.Play();
if (!_isStarted)
{
_isStarted = true;
NetworkTransport.Init();
m_Config = new ConnectionConfig();
m_CommunicationChannel = m_Config.AddChannel(QosType.ReliableFragmented);
HostTopology topology = new HostTopology(m_Config, 12);
m_GenericHostId = NetworkTransport.AddHost(topology, 0);
byte error;
m_ConnectionId = NetworkTransport.Connect(m_GenericHostId, ip, port, 0, out error);
}
}
void Update()
{
if (!_isStarted)
return;
NetworkEventType recData = NetworkTransport.Receive(out recHostId, out connectionId, out channelId, recBuffer, bufferSize, out dataSize, out error);
switch (recData)
{
case NetworkEventType.Nothing: //1
break;
case NetworkEventType.ConnectEvent: //2
Debug.Log("Received connection confirmation");
_readyToSend = true;
break;
case NetworkEventType.DataEvent: //3
break;
case NetworkEventType.DisconnectEvent: //4
//one of the established connection has been disconnected
Debug.Log(String.Format("Disconnect from host {0} connection {1}", recHostId, connectionId));
break;
}
if (_readyToSend)
{
_readyToSend = false; // To send just the first frame
byte[] colourArray = SerializeObject(MakeSerializable(GetRenderTexturePixels(webcamTexture))); // Serialize the webcam texture
// Sending total size
byte[] sizeToSend = BitConverter.GetBytes(colourArray.Length);
NetworkTransport.Send(m_GenericHostId, m_ConnectionId, m_CommunicationChannel, sizeToSend, sizeToSend.Length, out error);
byte[] bytes = new byte[bufferLenght];
int remainingBytes = colourArray.Length;
int index = 0;
int i = 1;
while (remainingBytes >= bufferLenght)
{
System.Buffer.BlockCopy(colourArray, index, bytes, 0, bufferLenght);
NetworkTransport.Send(m_GenericHostId, m_ConnectionId, m_CommunicationChannel, bytes, bytes.Length, out error);
remainingBytes -= bufferLenght;
Debug.Log(i++ + "Remaining bytes: " + remainingBytes + " - Error: "+error);
index += bufferLenght;
}
if (remainingBytes > 0) // Send the last fragment below bufferLenght bytes
{
System.Buffer.BlockCopy(colourArray, index, bytes, 0, remainingBytes);
NetworkTransport.Send(m_GenericHostId, m_ConnectionId, m_CommunicationChannel, bytes, remainingBytes, out error);
Debug.Log("Error: "+error);
}
}
}
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这是客户端:
void Start()
{
if (!_isStarted)
{
_isStarted = true;
NetworkTransport.Init();
m_Config = new ConnectionConfig();
m_CommunicationChannel = m_Config.AddChannel(QosType.ReliableFragmented);
HostTopology topology = new HostTopology(m_Config, 12);
m_GenericHostId = NetworkTransport.AddHost(topology, port, null);
}
}
void Update()
{
if (!_isStarted)
return;
int recHostId;
int connectionId;
int channelId;
byte[] recBuffer = new byte[bufferLenght];
int bufferSize = bufferLenght;
int dataSize;
byte error;
NetworkEventType recData = NetworkTransport.Receive(out recHostId, out connectionId, out channelId, recBuffer, bufferSize, out dataSize, out error);
switch (recData)
{
case NetworkEventType.Nothing: //1
break;
case NetworkEventType.ConnectEvent: //2
//somebody else connect to me
Log.text += string.Format("Connect from host {0} connection {1}\n", recHostId, connectionId);
break;
case NetworkEventType.DataEvent: //3
if (!sizeReceived)
{
sizeReceived = true;
if (dataSize == 2)
{
bytesToReceive = BitConverter.ToInt16(recBuffer, 0);
}
else if (dataSize == 4)
{
bytesToReceive = BitConverter.ToInt32(recBuffer, 0);
}
Debug.Log("We will receive: "+bytesToReceive);
}
else
{
Log.text = string.Format("Received event host {0} connection {1} channel {2} message length {3}\n", recHostId, connectionId, channelId, dataSize);
Log.text += "Received " + bufferSize + " bytes\n";
bytesToReceive -= bufferSize;
Log.text += "Remaining " + bytesToReceive + " bytes\n";
}
break;
case NetworkEventType.DisconnectEvent: //4
break;
}
}
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我知道它会在发送之前阻止更新功能,但现在对我来说并不重要,因为我只是想传输一个帧以了解这个新系统的工作原理,然后从那里开始。目前,我在发送第一个包后收到此错误,缓冲区为 32768 字节:
no free events for long message
UnityEngine.Networking.NetworkTransport:Send(Int32, Int32, Int32, Byte[], Int32, Byte&)
CameraStreamer:Update() (at Assets/Scripts/Client/CameraStreamer.cs:112)
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我也尝试过使用 1024 缓冲区,显示消息只需要更长的时间(在成功发送了 100 多个包之后)。
根据这个线程,这与消息发送太快和填充队列有关,但没有一个建议的解决方案对我有用。我很感激任何帮助或指导,因为 Unity 文档真的很差。
即使使用 Unity 5.2 补丁,这个特定的测试代码/示例仍然存在问题。
在 Unity 5.3.4f1 中运行代码,我发现错误 4 (NetworkError.NoResource) 在大约 200 个数据包后发生,并在不久后停止发送。我认为原因是因为它是阻塞发送,因此消息队列永远不会正确刷新。
我重写了代码,以便在 2 秒延迟后从纹理上抓取网络摄像头图像(因为网络摄像头需要时间来初始化,否则您将发送一个空白图像)。
通过网络摄像头图像发送之后,每次更新执行一个数据包现在看起来不错。可能是因为Update有时间运行并且没有被阻塞。因此发送一个数据包并退出Update函数,将索引和其他变量移出Update。
希望这可以帮助其他人看到这个,我花了三天时间才弄清楚。
编辑:为了测试,一个更简单的方法是移出阻塞发送(同时位)并将其添加到协同例程中。似乎也是这样工作的。
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