CN112866345A - Websocket-based streaming media low-delay communication implementation method, electronic device and storage medium - Google Patents
Websocket-based streaming media low-delay communication implementation method, electronic device and storage medium Download PDFInfo
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/14—Session management
- H04L67/141—Setup of application sessions
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L43/00—Arrangements for monitoring or testing data switching networks
- H04L43/10—Active monitoring, e.g. heartbeat, ping or trace-route
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L65/00—Network arrangements, protocols or services for supporting real-time applications in data packet communication
- H04L65/80—Responding to QoS
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/02—Protocols based on web technology, e.g. hypertext transfer protocol [HTTP]
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L69/00—Network arrangements, protocols or services independent of the application payload and not provided for in the other groups of this subclass
- H04L69/16—Implementation or adaptation of Internet protocol [IP], of transmission control protocol [TCP] or of user datagram protocol [UDP]
- H04L69/161—Implementation details of TCP/IP or UDP/IP stack architecture; Specification of modified or new header fields
- H04L69/162—Implementation details of TCP/IP or UDP/IP stack architecture; Specification of modified or new header fields involving adaptations of sockets based mechanisms
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N23/00—Cameras or camera modules comprising electronic image sensors; Control thereof
- H04N23/60—Control of cameras or camera modules
- H04N23/695—Control of camera direction for changing a field of view, e.g. pan, tilt or based on tracking of objects
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Abstract
The invention provides a method for realizing streaming media low-delay communication based on WebSocket, which comprises the following steps: sending handshake information, sending heartbeat information, controlling a holder, judging connection, managing connection, pushing streaming media frames, distributing the streaming media frames, and correcting error frames. The invention relates to an electronic device and a storage medium, which are used for executing a streaming media low-delay communication implementation method based on WebSocket. The invention is used for exchanging streaming media data and control commands between the streaming media server and the video playing client in real time, does not depend on a third-party plug-in, has the advantages of low delay and high real-time performance, can be effectively compatible with various video playing clients (such as Web browsers, IOS/android APPs, Windows desktop players and the like), and provides basic guarantee for upper-layer applications such as streaming media monitoring, analysis and the like.
Description
Technical Field
The invention relates to the technical field of data acquisition of the Internet of things, in particular to a streaming media low-delay communication implementation method based on WebSocket, electronic equipment and a storage medium.
Background
In the existing streaming media service, a streaming media manufacturer mostly uses a self-defined plug-in to realize streaming media playing based on TCP/UDP Socket, so that the universality is low, and browsers such as Chrome, Firefox and the like cannot be compatible. Other slice communication and playing technologies of HLS have the problem of high delay (basically more than 5 seconds), and cannot meet the scene with the requirement on real-time performance.
Disclosure of Invention
In order to overcome the defects of the prior art, the invention aims to provide a WebSocket-based streaming media low-latency communication implementation method, which is used for exchanging streaming media data and control commands between a streaming media server and a video playing client (such as a Web browser, an IOS/android APP, a Windows desktop player and the like) in real time, does not depend on a third-party plug-in, and has the advantages of low latency and high real-time performance.
The invention provides a method for realizing streaming media low-delay communication based on WebSocket, which comprises the following steps:
sending handshake information, and after the client is successfully connected to the streaming media server through the WebSocket mode, sending the handshake information;
sending heartbeat information, and sending a frame of heartbeat information when the client and the streaming media server do not send any information within a time threshold;
and the client controls the cloud deck of the video equipment through the cloud deck control frame.
Further, in the step of sending handshake information, the handshake information includes a subscribed video device ID, a channel number, a code stream type, and an audio switch; the code stream types comprise a default code stream, a main code stream, a sub code stream and a mobile code stream.
Further, in the step of sending heartbeat information, the heartbeat information includes local timestamp information, and when no information is received from the WebSocket connection after a preset time is exceeded, it is determined that the connection is failed, and the connection is forcibly interrupted.
Further, in the cradle head control step, the cradle head control frame includes a control type, a control speed, a start-stop flag, and a control parameter, the control type includes an upper, a lower, a left, a right, a focal length, a focus, an aperture, and a preset point, and the control speed includes a fast speed, a slow speed, and a medium speed.
A method for realizing streaming media low-delay communication based on WebSocket comprises the following steps:
judging connection, namely judging that the connection is invalid if no handshake information is received within preset time after the streaming media server receives the connection of the client, and forcibly interrupting the connection;
connection management, after receiving the WebSocket connection of the client, the streaming media server passes the rationality judgment of the basic parameters, and then judges whether the current existing connection number is smaller than the upper limit of a client connection pool, if all the connection number is met, the connection is added into the connection pool, and connection is initiated to the video monitoring equipment subscribed by the connection;
pushing streaming media frames, and when the streaming media server analyzes the streaming media frames from the video monitoring equipment, putting the streaming media frames into a pushing queue of a subscription client, and pushing the streaming media frames to the client through a WebSocket connection sequence;
distributing streaming media frames, wherein when a plurality of clients initiate subscription to the same video monitoring device, the streaming media server initiates connection to the video monitoring device only once, and simultaneously adds all the clients initiating subscription to a subscription list of the video monitoring device;
and correcting error frames, wherein the streaming media server configures an upper limit of a buffer frame for each connection, and when the streaming media server receives a new streaming media frame from a client and joins in a push queue of the client, the streaming media error frames are corrected by judging whether the frame number reaches the upper limit of the buffer frame according to the type of the streaming media frame and then are joined in the frame.
Further, the streaming media frame is divided into a video I frame, a video P frame, and an audio a frame, where the video I frame and the video P frame include a video timestamp, a coding format, a picture size, a picture format, a frame rate, and video data, and the audio a frame includes an audio timestamp, a coding format, a sampling rate, a packet size, a sampling manner, a number of channels, and audio data.
Further, in the streaming media frame distribution step, the streaming media server unpacks the streaming media frame encapsulation from the video monitoring devices of different manufacturers, packs the streaming media frame encapsulation into a uniform video I frame, a video P frame and an audio a frame, and distributes the video I frame, the video P frame and the audio a frame to the subscribed clients.
Further, in the error frame correction step, if a video I frame is received, all video I frames and video P frames in the queue are removed, and a new streaming media frame is added to the push queue, and if the frame number exceeds the upper limit of the buffer frame, the oldest audio a frame is sequentially deleted, and the state of waiting for the video I frame is removed;
if the received frame is not a video I frame and the frame number does not reach the upper limit of the cache frame, directly adding the frame into a push queue, and waiting for the video I frame state to discard the frame;
if the received frame is not a video I frame and the frame number reaches the upper limit of the buffer frame, waiting for the state of the video I frame to discard the frame, if the buffer frame has an audio A frame, directly deleting the oldest audio A frame, adding the frame, if the buffer frame does not have the audio A frame but has the video I frame and the oldest frame is the video P frame, directly deleting the oldest video P frame, adding the frame, if the buffer frame does not have the audio A frame but has the video I frame and the oldest frame is the video I frame, discarding the frame and marking as the state of waiting for the video I frame, and if the buffer frame does not have the audio A frame or the video I frame but only has the video P frame, discarding the frame and marking as the state of waiting for the video I frame;
the upper limit of the configured buffer frame is 2-3 times of the actual code rate.
An electronic device, comprising: a processor;
a memory; and a program, wherein the program is stored in the memory and configured to be executed by the processor, the program comprising instructions for performing a WebSocket-based streaming low-latency communication implementation method.
A computer-readable storage medium, on which a computer program is stored, the computer program being executed by a processor to implement a WebSocket-based streaming media low-latency communication implementation method.
Compared with the prior art, the invention has the beneficial effects that:
the invention provides a method for realizing streaming media low-delay communication based on WebSocket, which comprises the following steps: sending handshake information, sending heartbeat information, controlling a holder, judging connection, managing connection, pushing streaming media frames, distributing the streaming media frames, and correcting error frames. The invention relates to an electronic device and a storage medium, which are used for executing a streaming media low-delay communication implementation method based on WebSocket. The invention is used for exchanging streaming media data and control commands between the streaming media server and the video playing client in real time, does not depend on a third-party plug-in, has the advantages of low delay and high real-time performance, can be effectively compatible with various video playing clients (such as Web browsers, IOS/android APPs, Windows desktop players and the like), and provides basic guarantee for upper-layer applications such as streaming media monitoring, analysis and the like.
The foregoing description is only an overview of the technical solutions of the present invention, and in order to make the technical solutions of the present invention more clearly understood and to implement them in accordance with the contents of the description, the following detailed description is given with reference to the preferred embodiments of the present invention and the accompanying drawings. The detailed description of the present invention is given in detail by the following examples and the accompanying drawings.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention. In the drawings:
fig. 1 is a flowchart of a streaming media low-delay communication implementation method based on WebSocket in the present invention.
Detailed Description
The present invention will be further described with reference to the accompanying drawings and the detailed description, and it should be noted that any combination of the embodiments or technical features described below can be used to form a new embodiment without conflict.
A method for implementing streaming media low-delay communication based on WebSocket is shown in figure 1 and comprises the following steps:
sending handshake information, wherein the handshake information needs to be sent immediately after the client is successfully connected to the streaming media server through the WebSocket mode; the handshake information comprises subscribed video equipment ID, channel number, code stream type and audio switch; the code stream types comprise 1-default code stream, 2-main code stream, 3-sub code stream and 4-mobile code stream.
And judging connection, namely judging invalid connection if no handshake information is received within preset time (such as 5 seconds) after the streaming media server receives the connection of the client, and forcibly interrupting the connection.
And sending heartbeat information, wherein when the client and the streaming media server do not send any information within a time threshold, one frame of heartbeat information needs to be sent for keeping the validity of the connection. In this embodiment, the time threshold is 10 seconds. The heartbeat frame contains only local timestamp information. And when the preset time (such as 25 seconds) is exceeded and no information is received from the WebSocket connection, determining that the connection is invalid, and forcibly interrupting the connection.
The streaming media frame is pushed to the client in real time, and is divided into a video I frame, a video P frame and an audio A frame, and the streaming media frame is pushed to the client in real time by the streaming media server, and is usually required to be sent by tens of frames per second according to the actual condition of the code rate. When the streaming media server analyzes the streaming media frame from the video monitoring equipment, the streaming media server immediately puts the frame into a push queue of a subscription client and pushes the frame to the client through the WebSocket connection sequence. The video I frame and the video P frame include a video timestamp, a coding format, a picture size, a picture format, a frame rate, video data, and the like, and the audio a frame includes an audio timestamp, a coding format, a sampling rate, a packet size, a sampling mode, a channel number, audio data, and the like.
And the cloud platform control function of the video equipment is realized by the client through the cloud platform control frame, the push can be initiated at any time, and the real-time performance of the cloud platform control is guaranteed. The information contained in the cradle head control frame mainly comprises control types (upper, lower, left, right, focal length, focus, aperture and preset point), control speed (fast, slow and medium), start-stop marks, control parameters and the like.
The low-delay streaming media data communication is realized by sending handshake information, heartbeat information, streaming media frames, holder control and the like.
The connection of the streaming media server is divided into two parts, one part is subscription connection from the video client, and the other part is connection to the video monitoring equipment.
And (4) connection management, wherein the upper limit of a client connection pool is configured to be MAX _ CONN. After receiving WebSocket connection of a client, a streaming media server judges the rationality of basic parameters, judges whether the current existing connection number is smaller than the upper limit of a client connection pool, and if the current existing connection number is completely met, adds the connection into the connection pool and initiates connection to video monitoring equipment subscribed by the connection;
and (2) distributing streaming media frames, wherein when a plurality of clients (such as 10 clients) initiate subscription to the same video monitoring device, the streaming media server initiates connection to the video monitoring device only once, and simultaneously adds all the clients initiating subscription to a subscription list of the video monitoring device, so that server resources can be effectively reduced, and traffic is saved.
Streaming media frames from video monitoring equipment of different manufacturers may be packaged differently, the packaging needs to be unpacked according to actual conditions, the streaming media frames are packaged into uniform I/P/A frames and then distributed to subscribed clients, decoding and encoding operations do not exist in the process, and therefore the special effect of low delay can be guaranteed, and the clients do not need differences of processing manufacturers.
When frame loss or frame error occurs due to network jitter and other special reasons, the phenomenon of screen splash of a video image may be caused, and the communication process can be automatically corrected by the following method.
And correcting error FRAMEs, and configuring a buffer FRAME upper limit MAX _ FRAME for each connection by the streaming media server. In this embodiment, the allocation is 2-3 times of the actual code rate. When the streaming media server receives a new streaming media frame from the client and joins in a push queue of the client, the streaming media server corrects the streaming media error frame according to the type of the streaming media frame and whether the judgment frame number reaches the upper limit of a buffer frame, and then joins in the frame. Specifically, if the received video I frame is a video I frame, all the video I frames and video P frames in the queue are removed, and a new streaming media frame is added to the push queue, and if the frame number exceeds the upper limit of the buffer frame, the oldest audio a frame is sequentially deleted, and the processing is completed. Here WAIT _ I (WAIT for I frame status) needs to be cleared.
If the received video I frame is not the video I frame and the frame number does not reach the upper limit of the buffer frame, the video I frame is directly added into a push queue to finish the processing. Note that: the WAIT I state needs to discard the frame.
If a video I-frame is not received and the frame number has reached the upper limit of the buffer frame, the following processing is subdivided (WAIT _ I state needs to discard the frame):
if the audio A frame exists in the cache frame, directly deleting the oldest audio A frame, adding the audio A frame into the cache frame, and finishing the processing;
if the audio A frame does not exist in the cache frame, but a video I frame exists, and the oldest frame is a video P frame, directly deleting the oldest video P frame, adding the oldest video P frame into the cache frame, and finishing the processing;
if the audio A frame does not exist in the cache frame, but a video I frame exists, and the oldest frame is the video I frame, abandoning the frame, marking the frame as a waiting video I frame state (WAIT _ I), and finishing the processing;
if the audio A frame or the video I frame does not exist in the buffer frame and only the video P frame exists, the frame is abandoned and marked as a waiting video I frame state (WAIT _ I), and the processing is finished.
The reliability of the communication process is guaranteed through the management of client connection, including the management of a connection pool, the distribution of streaming media frames, the automatic correction of error frames and the like.
An electronic device, comprising: a processor;
a memory; and a program, wherein the program is stored in the memory and configured to be executed by the processor, the program comprising instructions for performing a WebSocket-based streaming media low-latency communication implementation method.
A computer-readable storage medium, on which a computer program is stored, where the computer program is executed by a processor to implement a WebSocket-based streaming media low-latency communication implementation method.
The invention provides a method for realizing streaming media low-delay communication based on WebSocket, which comprises the following steps: sending handshake information, sending heartbeat information, controlling a holder, judging connection, managing connection, pushing streaming media frames, distributing the streaming media frames, and correcting error frames. The invention relates to an electronic device and a storage medium, which are used for executing a streaming media low-delay communication implementation method based on WebSocket. The invention is used for exchanging streaming media data and control commands between the streaming media server and the video playing client in real time, does not depend on a third-party plug-in, has the advantages of low delay and high real-time performance, can be effectively compatible with various video playing clients (such as Web browsers, IOS/android APPs, Windows desktop players and the like), and provides basic guarantee for upper-layer applications such as streaming media monitoring, analysis and the like.
The foregoing is merely a preferred embodiment of the invention and is not intended to limit the invention in any manner; those skilled in the art can readily practice the invention as shown and described in the drawings and detailed description herein; however, those skilled in the art should appreciate that they can readily use the disclosed conception and specific embodiments as a basis for designing or modifying other structures for carrying out the same purposes of the present invention without departing from the scope of the invention as defined by the appended claims; meanwhile, any changes, modifications, and evolutions of the equivalent changes of the above embodiments according to the actual techniques of the present invention are still within the protection scope of the technical solution of the present invention.
Claims (10)
1. A method for realizing streaming media low-delay communication based on WebSocket is characterized by comprising the following steps:
sending handshake information, and after the client is successfully connected to the streaming media server through the WebSocket mode, sending the handshake information;
sending heartbeat information, and sending a frame of heartbeat information when the client and the streaming media server do not send any information within a time threshold;
and the client controls the cloud deck of the video equipment through the cloud deck control frame.
2. The method for realizing streaming media low-delay communication based on WebSocket of claim 1, wherein: in the step of sending handshake information, the handshake information includes subscribed video equipment ID, channel number, code stream type, and audio switch; the code stream types comprise a default code stream, a main code stream, a sub code stream and a mobile code stream.
3. The method for realizing streaming media low-delay communication based on WebSocket of claim 1, wherein: in the step of sending heartbeat information, the heartbeat information contains local timestamp information, and when no information is received from the WebSocket connection after the preset time is exceeded, the connection is judged to be invalid, and the connection is forcibly interrupted.
4. The method for realizing streaming media low-delay communication based on WebSocket of claim 1, wherein: in the cradle head control step, the cradle head control frame comprises control types, control speeds, start-stop marks and control parameters, the control types comprise an upper part, a lower part, a left part, a right part, a focal length, a focus, an aperture and a preset point, and the control speeds comprise a fast speed, a slow speed and a medium speed.
5. A method for realizing streaming media low-delay communication based on WebSocket is characterized by comprising the following steps:
judging connection, namely judging that the connection is invalid if no handshake information is received within preset time after the streaming media server receives the connection of the client, and forcibly interrupting the connection;
connection management, after receiving the WebSocket connection of the client, the streaming media server passes the rationality judgment of the basic parameters, and then judges whether the current existing connection number is smaller than the upper limit of a client connection pool, if all the connection number is met, the connection is added into the connection pool, and connection is initiated to the video monitoring equipment subscribed by the connection;
pushing streaming media frames, and when the streaming media server analyzes the streaming media frames from the video monitoring equipment, putting the streaming media frames into a pushing queue of a subscription client, and pushing the streaming media frames to the client through a WebSocket connection sequence;
distributing streaming media frames, wherein when a plurality of clients initiate subscription to the same video monitoring device, the streaming media server initiates connection to the video monitoring device only once, and simultaneously adds all the clients initiating subscription to a subscription list of the video monitoring device;
and correcting error frames, wherein the streaming media server configures an upper limit of a buffer frame for each connection, and when the streaming media server receives a new streaming media frame from a client and joins in a push queue of the client, the streaming media error frames are corrected by judging whether the frame number reaches the upper limit of the buffer frame according to the type of the streaming media frame and then are joined in the frame.
6. The method for realizing streaming media low-delay communication based on WebSocket of claim 5, wherein: the streaming media frame is divided into a video I frame, a video P frame and an audio A frame, wherein the video I frame and the video P frame comprise a video timestamp, a coding format, a picture size, a picture format, a frame rate and video data, and the audio A frame comprises an audio timestamp, a coding format, a sampling rate, a packet size, a sampling mode, a channel number and audio data.
7. The method for realizing streaming media low-delay communication based on WebSocket of claim 6, wherein: in the step of distributing the streaming media frames, the streaming media server unpacks the streaming media frame packages of the video monitoring equipment from different manufacturers, packs the streaming media frames into uniform video I frames, video P frames and audio A frames, and distributes the video I frames, the video P frames and the audio A frames to the subscribed clients.
8. The method for realizing streaming media low-delay communication based on WebSocket of claim 6, wherein: in the error frame correcting step, if a video I frame is received, all video I frames and video P frames in the queue are removed, new streaming media frames are added into the pushing queue, if the number of frames exceeds the upper limit of the cache frame, the oldest audio A frame is deleted in sequence, and the state of waiting for the video I frame is removed;
if the received frame is not a video I frame and the frame number does not reach the upper limit of the cache frame, directly adding the frame into a push queue, and waiting for the video I frame state to discard the frame;
if the received frame is not a video I frame and the frame number reaches the upper limit of the buffer frame, waiting for the state of the video I frame to discard the frame, if the buffer frame has an audio A frame, directly deleting the oldest audio A frame, adding the frame, if the buffer frame does not have the audio A frame but has the video I frame and the oldest frame is the video P frame, directly deleting the oldest video P frame, adding the frame, if the buffer frame does not have the audio A frame but has the video I frame and the oldest frame is the video I frame, discarding the frame and marking as the state of waiting for the video I frame, and if the buffer frame does not have the audio A frame or the video I frame but only has the video P frame, discarding the frame and marking as the state of waiting for the video I frame;
the upper limit of the configured buffer frame is 2-3 times of the actual code rate.
9. An electronic device, characterized by comprising: a processor;
a memory; and a program, wherein the program is stored in the memory and configured to be executed by the processor, the program comprising instructions for performing the method of any of claims 1-4 or the method of any of claims 5-8.
10. A computer-readable storage medium having stored thereon a computer program, characterized in that: the computer program is executed by a processor for performing the method of any one of claims 1 to 4 or the method of any one of claims 5 to 8.
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