1

我正在尝试将来自 Xbox Kinect 的视频源从客户端流式传输到服务器。我让它与 TCP 一起工作,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,但它似乎更慢。这是我关于 TCP 的帖子(http://stackoverflow.com/questions/9627242/c-sharp-streaming-video-over-networkstream-tcpclient)

我可以通过 LAN 发送我想要的所有数据,但是如果我将它们推出得太快,我就会开始丢失很多数据包。这就是我使用 Thread.Sleep(20); 的原因。增加卡盘大小会大大加快速度,但我已经达到了通过 LAN 发送的最大值,如果我理解正确,通过 Internet 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,这会非常慢。我一定做错了什么。

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);
    }
4

0 回答 0