背景

尽管Windows平台有诸多优势,Linux平台的发展还是势不可挡,特别实在传统行业,然而Linux生态构建,总是差点意思,特别是有些常用的组件,本文基于已有的Linux平台RTSP、RTMP播放模块,构建Unity下的RTSP和RTMP直播播放。

技术实现

实际上,Unity层面这块没什么好介绍的,和Windows、Android、iOS平台一样,调用原生的播放模块,回调解码后的数据,在Unity绘制,主要的技术难点,还在原生的处理,也就是拉流、解码、回调数据这块。

先上个只管感受图,本视频以Windows平台采集秒表计时器窗体,然后编码打包传输到RTMP服务,Unity3D的Linux平台RTMP播放器拉流播放,整体延迟毫秒级。

Linux平台,我们是回调的YUV的数据,也就是 NT_SP_E_VIDEO_FRAME_FROMAT_I420:

        /*定义视频帧图像格式*/
        public enum NT_SP_E_VIDEO_FRAME_FORMAT : uint
        {
            NT_SP_E_VIDEO_FRAME_FORMAT_RGB32 = 1, // 32位的rgb格式, r, g, b各占8, 另外一个字节保留, 内存字节格式为: bb gg rr xx, 主要是和windows位图匹配, 在小端模式下,按DWORD类型操作,最高位是xx, 依次是rr, gg, bb
            NT_SP_E_VIDEO_FRAME_FORMAT_ARGB = 2, // 32位的argb格式,内存字节格式是: bb gg rr aa 这种类型,和windows位图匹配
            NT_SP_E_VIDEO_FRAME_FROMAT_I420 = 3, // YUV420格式, 三个分量保存在三个面上
        }

开始播放之前,把回调设置下去:

       //video frame callback (YUV/RGB)
        videoctrl[sel].video_frame_call_back_ = new SP_SDKVideoFrameCallBack(NT_SP_SetVideoFrameCallBack);
        NTSmartPlayerSDK.NT_SP_SetVideoFrameCallBack(videoctrl[sel].player_handle_, (Int32)NT.NTSmartPlayerDefine.NT_SP_E_VIDEO_FRAME_FORMAT.NT_SP_E_VIDEO_FRAME_FROMAT_I420, window_handle_, videoctrl[sel].video_frame_call_back_);

视频帧结构:

    /*定义视频帧结构.*/
    [StructLayoutAttribute(LayoutKind.Sequential)]
    public struct NT_SP_VideoFrame
    {
        public Int32 format_;  // 图像格式, 请参考NT_SP_E_VIDEO_FRAME_FORMAT
	    public Int32 width_;   // 图像宽
	    public Int32 height_;  // 图像高

        public Int64 timestamp_; // 时间戳, 一般是0,不使用, 以ms为单位的

	    //具体的图像数据, argb和rgb32只用第一个, I420用前三个
	    public IntPtr plane0_;
	    public IntPtr plane1_;
	    public IntPtr plane2_;
	    public IntPtr plane3_;

	    // 每一个平面的每一行的字节数,对于argb和rgb32,为了保持和windows位图兼容,必须是width_*4
	    // 对于I420, stride0_ 是y的步长, stride1_ 是u的步长, stride2_ 是v的步长,
	    public Int32 stride0_;
	    public Int32 stride1_;
	    public Int32 stride2_;
	    public Int32 stride3_;
    }

具体回调处理:

   private void SDKVideoFrameCallBack(UInt32 status, IntPtr frame, int sel)
    {
        //这里拿到回调frame,进行相关操作
        NT_SP_VideoFrame video_frame = (NT_SP_VideoFrame)Marshal.PtrToStructure(frame, typeof(NT_SP_VideoFrame));

        VideoFrame  u3d_frame = new VideoFrame();

        u3d_frame.width_  = video_frame.width_;
        u3d_frame.height_ = video_frame.height_;

        u3d_frame.timestamp_ = (UInt64)video_frame.timestamp_;

        int d_y_stride = video_frame.width_;
        int d_u_stride = (video_frame.width_ + 1) / 2;
        int d_v_stride = d_u_stride;

        int d_y_size = d_y_stride * video_frame.height_;
        int d_u_size = d_u_stride * ((video_frame.height_ + 1) / 2);
        int d_v_size = d_u_size;

        int u_v_height = ((u3d_frame.height_ + 1) / 2);

        u3d_frame.y_stride_ = d_y_stride;
        u3d_frame.u_stride_ = d_u_stride;
        u3d_frame.v_stride_ = d_v_stride;

        u3d_frame.y_data_ = new byte[d_y_size];
        u3d_frame.u_data_ = new byte[d_u_size];
        u3d_frame.v_data_ = new byte[d_v_size];


        CopyFramePlane(u3d_frame.y_data_, d_y_stride,
            video_frame.plane0_, video_frame.stride0_, u3d_frame.height_);

        CopyFramePlane(u3d_frame.u_data_, d_u_stride,
           video_frame.plane1_, video_frame.stride1_, u_v_height);

        CopyFramePlane(u3d_frame.v_data_, d_v_stride,
           video_frame.plane2_, video_frame.stride2_, u_v_height);

        lock (videoctrl[sel].frame_lock_ )
        {
            videoctrl[sel].cur_video_frame_ = u3d_frame;
        }
    }

Unity层拿到video frame后,刷新即可:

    private void UpdateProc(int sel)
    {
       VideoFrame video_frame = null;

        lock (videoctrl[sel].frame_lock_)
        {
            video_frame = videoctrl[sel].cur_video_frame_;

            videoctrl[sel].cur_video_frame_ = null;
        }

        if ( video_frame == null )
            return;

        if (!videoctrl[sel].is_need_get_frame_)
            return;

        if (videoctrl[sel].player_handle_ == IntPtr.Zero )
            return;

        if ( !videoctrl[sel].is_need_init_texture_)
        {
            if (  video_frame.width_ != videoctrl[sel].video_width_
                || video_frame.height_ != videoctrl[sel].video_height_
                || video_frame.y_stride_ != videoctrl[sel].y_row_bytes_
                || video_frame.u_stride_ != videoctrl[sel].u_row_bytes_
                || video_frame.v_stride_ != videoctrl[sel].v_row_bytes_ )
            {
                videoctrl[sel].is_need_init_texture_ = true;
            }
        }

        if (videoctrl[sel].is_need_init_texture_)
        {
            if (InitYUVTexture(video_frame, sel))
            {
                videoctrl[sel].is_need_init_texture_ = false;
            }
        }

        UpdateYUVTexture(video_frame, sel);
    }

UpdateYUVTexture相关实现:

    private void UpdateYUVTexture(VideoFrame video_frame, int sel)
    {
        if (video_frame.y_data_ == null || video_frame.u_data_ == null || video_frame.v_data_ == null)
        {
            Debug.Log("video frame with null..");
            return;
        }

        if (videoctrl[sel].yTexture_ != null)
        {
            videoctrl[sel].yTexture_.LoadRawTextureData(video_frame.y_data_);
            videoctrl[sel].yTexture_.Apply();
        }

        if (videoctrl[sel].uTexture_ != null)
        {
            videoctrl[sel].uTexture_.LoadRawTextureData(video_frame.u_data_);
            videoctrl[sel].uTexture_.Apply();
        }

        if (videoctrl[sel].vTexture_ != null)
        {
            videoctrl[sel].vTexture_.LoadRawTextureData(video_frame.v_data_);
            videoctrl[sel].vTexture_.Apply();
        }
    }

相关Player封装:

/*
 * SmartPlayerLinuxMono.cs
 *
 * WebSite: https://daniusdk.com
 * Github: https://github.com/daniulive/SmarterStreaming
 */

    public void Play(int sel)
    {
        if (videoctrl[sel].is_running)
        {
            Debug.Log("已经在播放..");
            return;
        }

        lock (videoctrl[sel].frame_lock_)
        {
            videoctrl[sel].cur_video_frame_ = null;
        }

        OpenPlayer(sel);

        if (videoctrl[sel].player_handle_ == IntPtr.Zero)
            return;

        //设置播放URL
        NTSmartPlayerSDK.NT_SP_SetURL(videoctrl[sel].player_handle_, videoctrl[sel].videoUrl);

        /* ++ 播放前参数配置可加在此处 ++ */

        int play_buffer_time_ = 0;
        NTSmartPlayerSDK.NT_SP_SetBuffer(videoctrl[sel].player_handle_, play_buffer_time_);                 //设置buffer time

        int is_using_tcp = 0;        //TCP模式

        NTSmartPlayerSDK.NT_SP_SetRTSPTcpMode(videoctrl[sel].player_handle_, is_using_tcp);

        int timeout = 10;
        NTSmartPlayerSDK.NT_SP_SetRtspTimeout(videoctrl[sel].player_handle_, timeout);

        int is_auto_switch_tcp_udp = 1;
        NTSmartPlayerSDK.NT_SP_SetRtspAutoSwitchTcpUdp(videoctrl[sel].player_handle_, is_auto_switch_tcp_udp);

        Boolean is_mute_ = false;
        NTSmartPlayerSDK.NT_SP_SetMute(videoctrl[sel].player_handle_, is_mute_ ? 1 : 0);                    //是否启动播放的时候静音

        int is_fast_startup = 1;
        NTSmartPlayerSDK.NT_SP_SetFastStartup(videoctrl[sel].player_handle_, is_fast_startup);              //设置快速启动模式

        Boolean is_low_latency_ = false;
        NTSmartPlayerSDK.NT_SP_SetLowLatencyMode(videoctrl[sel].player_handle_, is_low_latency_ ? 1 : 0);    //设置是否启用低延迟模式

        //设置旋转角度(设置0, 90, 180, 270度有效,其他值无效)
        int rotate_degrees = 0;
        NTSmartPlayerSDK.NT_SP_SetRotation(videoctrl[sel].player_handle_, rotate_degrees);
		
		int volume = 100;
		NTSmartPlayerSDK.NT_SP_SetAudioVolume(videoctrl[sel].player_handle_, volume);	//设置播放音量, 范围是[0, 100], 0是静音,100是最大音量, 默认是100
		

        // 设置上传下载报速度
        int is_report = 0;
        int report_interval = 1;
        NTSmartPlayerSDK.NT_SP_SetReportDownloadSpeed(videoctrl[sel].player_handle_, is_report, report_interval);
        /* -- 播放前参数配置可加在此处 -- */

        //video frame callback (YUV/RGB)
        videoctrl[sel].video_frame_call_back_ = new SP_SDKVideoFrameCallBack(NT_SP_SetVideoFrameCallBack);
        NTSmartPlayerSDK.NT_SP_SetVideoFrameCallBack(videoctrl[sel].player_handle_, (Int32)NT.NTSmartPlayerDefine.NT_SP_E_VIDEO_FRAME_FORMAT.NT_SP_E_VIDEO_FRAME_FROMAT_I420, window_handle_, videoctrl[sel].video_frame_call_back_);

        UInt32 flag = NTSmartPlayerSDK.NT_SP_StartPlay(videoctrl[sel].player_handle_);

        if (flag == DANIULIVE_RETURN_OK)
        {
            videoctrl[sel].is_need_get_frame_ = true;
            Debug.Log("播放成功");
        }
        else
        {
            videoctrl[sel].is_need_get_frame_ = false;
            Debug.LogError("播放失败");
        }

        videoctrl[sel].is_running = true;
    }

调用到的OpenPlayer实现:

OpenPlayer主要是调用底层NT_SP_Open()接口,获取播放实例句柄,然后设置Event回调等。

    private void OpenPlayer(int sel)
    {
        window_handle_ = IntPtr.Zero;

        if (videoctrl[sel].player_handle_ == IntPtr.Zero)
        {
            videoctrl[sel].player_handle_ = new IntPtr();
            UInt32 ret_open = NTSmartPlayerSDK.NT_SP_Open(out videoctrl[sel].player_handle_, window_handle_, 0, IntPtr.Zero);
            if (ret_open != 0)
            {
                videoctrl[sel].player_handle_ = IntPtr.Zero;
                Debug.LogError("调用NT_SP_Open失败..");
                return;
            }
        }

        videoctrl[sel].event_call_back_ = new SP_SDKEventCallBack(NT_SP_SDKEventCallBack);
        NTSmartPlayerSDK.NT_SP_SetEventCallBack(videoctrl[sel].player_handle_, window_handle_, videoctrl[sel].event_call_back_);

        videoctrl[sel].sdk_video_frame_call_back_ = new VideoControl.SetVideoFrameCallBack(SDKVideoFrameCallBack);
        videoctrl[sel].sdk_event_call_back_ = new VideoControl.SetEventCallBack(SDKEventCallBack);
    }

关闭播放:

    private void ClosePlayer(int sel)
    {
        videoctrl[sel].is_need_get_frame_ = false;
        videoctrl[sel].is_need_init_texture_ = false;

        if (videoctrl[sel].player_handle_ == IntPtr.Zero)
        {
            return;
        }
 
        UInt32 flag = NTSmartPlayerSDK.NT_SP_StopPlay(videoctrl[sel].player_handle_);
        if (flag == DANIULIVE_RETURN_OK)
        {
            Debug.Log("停止成功");
        }
        else
        {
            Debug.LogError("停止失败");
        }

        videoctrl[sel].player_handle_ = IntPtr.Zero;

        videoctrl[sel].is_running = false;
    }

总结

Unity环境下的直播播放,Windows平台或者Android的比较多,用在Linux平台的少之又少,一方面Linux平台本身需求不大,另一方面,Linux平台这块,可参考的例程不多,实际上,如果已经完成Windows或Android平台下的核心功能实现,再移植到Linux下,非常方便。

Unity下,简单来说就是拉流解码回调,上层绘制,其实也没有那么复杂,需要注意的是DllImport的写法、之前C++结构体或枚举的转换、Unity3D对Linux的版本兼容等一些细节,对熟悉C#的开发者来说,不具备多大的技术难度。

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