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,服务器将成为桌面应用程序。
目前我正在使用以下方法获取纹理的像素:
tex.GetPixels32();
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。距离上次使用sockets已经很久了,我真的很烂。目前我无法让它工作。
这是我的服务器端代码(为了清楚起见,省略序列化代码):
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);
}
}
}
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;
}
}
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是如何工作的,然后从那里继续。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)
我也尝试过使用1024缓冲区,显示消息只需要更长的时间(成功发送100多个包后)。
根据这个线程,它与发送过快的消息和填满队列有关,但没有一个建议的解决方案对我有用。我将不胜感激任何帮助或指导,因为 Unity 文档真的很差。