海康摄像头取流示例初始签入
This commit is contained in:
512
SHH.CameraSdk/Drivers/BaseVideoSource.cs
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512
SHH.CameraSdk/Drivers/BaseVideoSource.cs
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using System.Threading.Channels;
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namespace SHH.CameraSdk;
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/// <summary>
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/// [架构基类] 工业级视频源抽象核心 (V3.3.4 严格匹配版)
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/// 核心职责:提供线程安全的生命周期管理、状态分发、配置热更新及资源清理能力。
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/// 修复记录:
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/// 1. [Bug A] 死锁免疫:所有 await 增加 ConfigureAwait(false),解除对 UI 线程同步上下文的依赖。
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/// 2. [Bug π] 管道安全:Dispose 时采用优雅关闭策略,确保最后的状态变更通知能发送出去。
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/// 3. [编译修复] 补全了 CloneConfig 中对于 Transport 和 VendorArguments 的属性复制。
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/// </summary>
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public abstract class BaseVideoSource : IVideoSource, IAsyncDisposable
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{
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#region --- 核心配置与锁机制 (Core Config & Locks) ---
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// [Fix Bug δ] 核心配置对象
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// 去除 readonly 修饰符以支持热更新 (Hot Update),允许在运行时替换配置实例
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protected VideoSourceConfig _config;
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/// <summary>
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/// 状态同步锁
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/// 作用:保护 _status 字段的读写原子性,防止多线程竞争导致的状态读取不一致
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/// </summary>
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private readonly object _stateSyncRoot = new();
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/// <summary>
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/// 生命周期互斥锁
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/// 作用:确保 StartAsync/StopAsync/UpdateConfig 等操作串行执行,防止重入导致的状态机混乱
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/// </summary>
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private readonly SemaphoreSlim _lifecycleLock = new(1, 1);
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#endregion
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#region --- 内部状态与基础设施 (Internal States & Infrastructure) ---
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// 内部状态标志位
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private volatile bool _isOnline;
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private VideoSourceStatus _status = VideoSourceStatus.Disconnected;
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/// <summary>
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/// 状态通知队列 (有界)
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/// 特性:采用 DropOldest 策略,当消费者处理不过来时丢弃旧状态,防止背压导致内存溢出 [Fix Bug β]
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/// </summary>
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private readonly Channel<StatusChangedEventArgs> _statusQueue;
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// 状态分发器的取消令牌源
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private CancellationTokenSource? _distributorCts;
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// [新增修复 Bug π] 分发任务引用
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// 作用:用于在 DisposeAsync 时执行 Task.WhenAny 等待,确保剩余消息被消费
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private Task? _distributorTask;
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// [Fix Bug V] 单调时钟
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// 作用:记录最后一次收到帧的系统 Tick,用于心跳检测,不受系统时间修改影响
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private long _lastFrameTick = 0;
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/// <summary> 获取最后帧的时间戳 (线程安全读取) </summary>
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public long LastFrameTick => Interlocked.Read(ref _lastFrameTick);
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/// <summary> 视频帧回调事件 (热路径) </summary>
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public event Action<object>? FrameReceived;
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#endregion
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#region --- 公开属性 (Public Properties) ---
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public long Id => _config.Id;
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public VideoSourceConfig Config => _config;
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public VideoSourceStatus Status { get { lock (_stateSyncRoot) return _status; } }
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public bool IsRunning { get; set; }
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public bool IsOnline => _isOnline;
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public DeviceMetadata Metadata { get; protected set; } = new();
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public event EventHandler<StatusChangedEventArgs>? StatusChanged;
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#endregion
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#region --- 遥测统计属性 (Telemetry Properties) ---
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// [新增] 遥测统计专用字段
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private long _totalFramesReceived = 0; // 生命周期内总帧数
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private int _tempFrameCounter = 0; // 用于计算FPS的临时计数器
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private long _lastFpsCalcTick = 0; // 上次计算FPS的时间点
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private double _currentFps = 0.0; // 当前实时FPS
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// [新增] 公开的遥测属性 (线程安全读取)
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public double RealFps => _currentFps;
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public long TotalFrames => Interlocked.Read(ref _totalFramesReceived);
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#endregion
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#region --- 构造函数 (Constructor) ---
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/// <summary>
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/// 构造函数:初始化基础设施
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/// </summary>
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/// <param name="config">视频源基础配置(含设备连接信息、通道号等)</param>
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/// <exception cref="ArgumentNullException">配置为空时抛出</exception>
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protected BaseVideoSource(VideoSourceConfig config)
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{
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if (config == null) throw new ArgumentNullException(nameof(config));
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// [Fix Bug U] 初始配置深拷贝
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// 防止外部引用修改导致内部状态不可控(配置防漂移)
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_config = CloneConfig(config);
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// [Fix Bug β] 初始化有界通道
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// 容量 100,单读者多写者模式
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_statusQueue = Channel.CreateBounded<StatusChangedEventArgs>(new BoundedChannelOptions(100)
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{
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FullMode = BoundedChannelFullMode.DropOldest,
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SingleReader = true,
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SingleWriter = false
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});
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_distributorCts = new CancellationTokenSource();
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// [关键逻辑] 启动后台状态分发循环
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// 明确持有 Task 引用,以便后续进行优雅关闭等待
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_distributorTask = Task.Run(() => StatusDistributorLoopAsync(_distributorCts.Token));
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}
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#endregion
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#region --- 配置管理 (Config Management) ---
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/// <summary>
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/// [修复 Bug δ] 更新配置实现
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/// 允许在不销毁实例的情况下更新 IP、端口等参数,新配置下次连接生效
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/// </summary>
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/// <param name="newConfig">新的视频源配置</param>
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public void UpdateConfig(VideoSourceConfig newConfig)
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{
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if (newConfig == null) return;
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// 1. 获取生命周期锁
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// 虽然只是内存操作,但为了防止与 Start/Stop 并发导致读取到脏配置,仍需加锁
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_lifecycleLock.Wait();
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try
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{
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// 2. 执行深拷贝
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_config = CloneConfig(newConfig);
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Debug.WriteLine($"[ConfigUpdated] 设备 {Id} 配置已更新 ({_config.IpAddress}),下次连接生效。");
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}
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finally { _lifecycleLock.Release(); }
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}
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/// <summary>
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/// 配置深拷贝辅助方法
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/// [编译修复] 严格匹配源文件中的属性复制逻辑,确保 Dictionary 等引用类型被重新创建
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/// </summary>
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/// <param name="source">源配置对象</param>
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/// <returns>深拷贝后的配置实例</returns>
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private VideoSourceConfig CloneConfig(VideoSourceConfig source)
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{
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return new VideoSourceConfig
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{
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Id = source.Id,
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Brand = source.Brand,
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IpAddress = source.IpAddress,
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Port = source.Port,
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Username = source.Username,
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Password = source.Password,
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ChannelIndex = source.ChannelIndex,
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StreamType = source.StreamType,
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Transport = source.Transport,
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ConnectionTimeoutMs = source.ConnectionTimeoutMs,
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// 必须深拷贝字典,防止外部修改影响内部
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VendorArguments = source.VendorArguments != null
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? new Dictionary<string, string>(source.VendorArguments)
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: new Dictionary<string, string>()
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};
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}
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#endregion
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#region --- 生命周期控制 (Lifecycle Control) ---
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/// <summary>
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/// 异步启动设备连接
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/// 包含:状态校验、生命周期锁、非托管初始化、元数据刷新
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/// </summary>
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public async Task StartAsync()
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{
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// [修复 Bug A] 必须加 ConfigureAwait(false)
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// 确保后续代码在线程池线程执行,防止 UI 线程死锁
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await _lifecycleLock.WaitAsync().ConfigureAwait(false);
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try
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{
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// 1. 强制等待上一个生命周期动作完全结束
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// 防止快速点击 Start/Stop 导致的逻辑重叠
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await _pendingLifecycleTask.ConfigureAwait(false);
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// 2. 状态幂等性检查
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if (_isOnline) return;
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// 3. 更新状态为连接中
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UpdateStatus(VideoSourceStatus.Connecting, $"正在启动 {_config.Brand}...");
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// 4. 执行具体的驱动启动逻辑 (带超时控制)
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using var cts = new CancellationTokenSource(TimeSpan.FromSeconds(15));
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await OnStartAsync(cts.Token).ConfigureAwait(false);
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// 5. 标记运行状态
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_isOnline = true;
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IsRunning = true;
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// [Fix Bug D/J] 重置心跳
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// 给予初始宽限期,防止刚启动就被判定为僵尸流
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Interlocked.Exchange(ref _lastFrameTick, Environment.TickCount64 + 2000);
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// 6. 更新状态为播放中并刷新元数据
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UpdateStatus(VideoSourceStatus.Playing, "流传输运行中");
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await RefreshMetadataAsync().ConfigureAwait(false);
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}
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catch (Exception ex)
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{
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// 7. 异常处理:回滚状态
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_isOnline = false;
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UpdateStatus(VideoSourceStatus.Disconnected, $"启动失败: {ex.Message}");
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throw;
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}
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finally { _lifecycleLock.Release(); }
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}
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/// <summary>
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/// 异步停止设备连接
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/// 流程:标记离线→执行驱动停止逻辑→更新状态
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/// </summary>
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public async Task StopAsync()
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{
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// [修复 Bug A] ConfigureAwait(false) 护体
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await _lifecycleLock.WaitAsync().ConfigureAwait(false);
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try
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{
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// 1. 标记离线,阻断后续的数据处理
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_isOnline = false;
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// 2. 执行具体的驱动停止逻辑
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await OnStopAsync().ConfigureAwait(false);
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}
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finally
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{
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// 3. 更新状态并释放锁
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UpdateStatus(VideoSourceStatus.Disconnected, "连接已断开");
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_lifecycleLock.Release();
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}
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}
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/// <summary>
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/// 刷新设备元数据(能力集)
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/// 对比新旧元数据差异,更新设备支持的功能、通道信息等
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/// </summary>
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/// <returns>元数据差异描述符</returns>
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public async Task<MetadataDiff> RefreshMetadataAsync()
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{
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if (!_isOnline) return MetadataDiff.None;
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try
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{
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// 1. 调用驱动层获取最新元数据
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var latestMetadata = await OnFetchMetadataAsync().ConfigureAwait(false);
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// 2. 比对差异并更新
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if (latestMetadata != null && latestMetadata.ChannelCount > 0)
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{
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var diff = Metadata.CompareWith(latestMetadata);
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Metadata = latestMetadata;
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Metadata.MarkSynced(); // 标记同步时间
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return diff;
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}
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}
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catch (Exception ex) { Console.WriteLine($"[MetadataWarning] {Id}: {ex.Message}"); }
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return MetadataDiff.None;
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}
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/// <summary>
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/// 应用动态参数(如码流切换、OSD设置)
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/// 支持运行时调整画面分辨率、帧率、渲染句柄等
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/// </summary>
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/// <param name="options">动态配置项</param>
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public void ApplyOptions(DynamicStreamOptions options)
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{
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if (options == null || !_isOnline) return;
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try
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{
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// 1. 校验参数合法性
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if (Metadata.ValidateOptions(options, out string error))
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{
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// 2. 调用驱动层应用参数
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OnApplyOptions(options);
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UpdateStatus(_status, "动态参数已应用");
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}
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else { Debug.WriteLine($"[OptionRejected] {error}"); }
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}
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catch (Exception ex) { Debug.WriteLine($"[ApplyOptionsError] {ex.Message}"); }
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}
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// 虚方法:供子类重写具体的参数应用逻辑
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protected virtual void OnApplyOptions(DynamicStreamOptions options) { }
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#endregion
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#region --- 帧处理辅助 (Frame Processing Helpers) ---
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/// <summary>
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/// 检查是否有帧订阅者
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/// 用于优化性能:无订阅时可跳过解码等耗时操作
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/// </summary>
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/// <returns>有订阅者返回 true,否则返回 false</returns>
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protected bool HasFrameSubscribers() => FrameReceived != null;
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/// <summary>
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/// 上报驱动层异常
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/// 将底层异常转换为 Reconnecting 状态,触发协调器介入自愈
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/// </summary>
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/// <param name="ex">相机统一异常对象</param>
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protected void ReportError(CameraException ex)
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{
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if (!_isOnline) return;
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_isOnline = false;
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UpdateStatus(VideoSourceStatus.Reconnecting, $"SDK报错: {ex.Message}");
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}
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/// <summary>
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/// 标记收到一帧数据(心跳保活 + FPS计算)
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/// [修改] 增强了 FPS 计算逻辑,每1秒结算一次实时帧率
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/// </summary>
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protected void MarkFrameReceived()
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{
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long now = Environment.TickCount64;
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// 1. 更新心跳时间 (原有逻辑)
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Interlocked.Exchange(ref _lastFrameTick, now);
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// 2. 增加总帧数 (原子操作)
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Interlocked.Increment(ref _totalFramesReceived);
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// 3. 计算实时帧率 (FPS)
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// 注意:这里不需要加锁,因为通常回调是单线程串行的
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// 即便有多线程微小竞争,对于FPS统计来说误差可忽略,优先保证性能
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_tempFrameCounter++;
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long timeDiff = now - _lastFpsCalcTick;
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// 每 1000ms (1秒) 结算一次 FPS
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if (timeDiff >= 1000)
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{
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if (_lastFpsCalcTick > 0) // 忽略第一次冷启动的数据
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{
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// 计算公式: 帧数 / (时间间隔秒)
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_currentFps = Math.Round(_tempFrameCounter / (timeDiff / 1000.0), 1);
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}
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_lastFpsCalcTick = now;
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_tempFrameCounter = 0;
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}
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}
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/// <summary>
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/// 触发帧回调事件
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/// 向所有订阅者分发帧数据(热路径,尽量减少耗时操作)
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/// </summary>
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/// <param name="frameData">帧数据(通常为 OpenCvSharp.Mat 或 SmartFrame)</param>
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protected void RaiseFrameReceived(object frameData) => FrameReceived?.Invoke(frameData);
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#endregion
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#region --- 状态分发 (Status Distribution) ---
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/// <summary>
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/// 后台状态分发循环
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/// 负责将 Channel 中的状态变更事件调度到 StatusChanged 事件订阅者
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/// </summary>
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/// <param name="token">取消令牌,用于终止分发循环</param>
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private async Task StatusDistributorLoopAsync(CancellationToken token)
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{
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try
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{
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// [修复 Bug π] 关键修复点
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// 使用 CancellationToken.None 作为 WaitToReadAsync 的参数
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// 含义:即使 token 被取消,只要 Channel 里还有数据,就继续读取,直到 Channel 被 Complete 且为空
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while (await _statusQueue.Reader.WaitToReadAsync(CancellationToken.None).ConfigureAwait(false))
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{
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while (_statusQueue.Reader.TryRead(out var args))
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{
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// [Fix Bug M] 玻璃心防护:捕获用户层回调的异常,防止崩溃
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try
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{
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StatusChanged?.Invoke(this, args);
|
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}
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catch (Exception ex)
|
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{
|
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Debug.WriteLine($"[UIEventError] {Id}: {ex.Message}");
|
||||
}
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||||
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||||
// 退出条件:仅当明确取消 且 队列已空 时才退出
|
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if (token.IsCancellationRequested && _statusQueue.Reader.Count == 0) return;
|
||||
}
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// 双重检查退出条件
|
||||
if (token.IsCancellationRequested && _statusQueue.Reader.Count == 0) return;
|
||||
}
|
||||
}
|
||||
catch (Exception ex) { Debug.WriteLine($"[DistributorFatal] {Id}: {ex.Message}"); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更新设备状态并写入通道
|
||||
/// 线程安全,采用 DropOldest 策略防止状态队列溢出
|
||||
/// </summary>
|
||||
/// <param name="status">新状态</param>
|
||||
/// <param name="msg">状态描述信息</param>
|
||||
/// <param name="ex">可选:状态变更关联的异常</param>
|
||||
protected void UpdateStatus(VideoSourceStatus status, string msg, CameraException? ex = null)
|
||||
{
|
||||
lock (_stateSyncRoot)
|
||||
{
|
||||
_status = status;
|
||||
// 尝试写入有界通道,如果满了则丢弃旧数据(DropOldest策略在构造时指定)
|
||||
_statusQueue.Writer.TryWrite(new StatusChangedEventArgs(status, msg, ex, ex?.RawErrorCode));
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region --- 抽象方法 (Abstract Methods) ---
|
||||
|
||||
/// <summary>
|
||||
/// 驱动层启动逻辑(必须由具体驱动实现)
|
||||
/// 包含设备连接、登录、取流等底层操作
|
||||
/// </summary>
|
||||
/// <param name="token">取消令牌</param>
|
||||
protected abstract Task OnStartAsync(CancellationToken token);
|
||||
|
||||
/// <summary>
|
||||
/// 驱动层停止逻辑(必须由具体驱动实现)
|
||||
/// 包含设备登出、连接断开、资源释放等底层操作
|
||||
/// </summary>
|
||||
protected abstract Task OnStopAsync();
|
||||
|
||||
/// <summary>
|
||||
/// 驱动层元数据获取逻辑(必须由具体驱动实现)
|
||||
/// 用于获取设备型号、通道能力、固件版本等信息
|
||||
/// </summary>
|
||||
/// <returns>设备元数据实例</returns>
|
||||
protected abstract Task<DeviceMetadata> OnFetchMetadataAsync();
|
||||
|
||||
#endregion
|
||||
|
||||
#region --- 资源清理 (Disposal) ---
|
||||
|
||||
/// <summary>
|
||||
/// [Fix Bug A: 死锁终结者] 同步销毁入口
|
||||
/// 原理:强制启动一个新的后台 Task 执行 DisposeAsync,并同步阻塞等待其完成
|
||||
/// 效果:彻底规避了在 UI 线程直接 wait 导致的死锁问题
|
||||
/// </summary>
|
||||
public void Dispose()
|
||||
{
|
||||
Task.Run(async () => await DisposeAsync().ConfigureAwait(false)).GetAwaiter().GetResult();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步销毁资源
|
||||
/// 包含:停止业务、关闭管道、断开事件引用、释放非托管资源
|
||||
/// </summary>
|
||||
public virtual async ValueTask DisposeAsync()
|
||||
{
|
||||
// 1. 停止业务逻辑
|
||||
await StopAsync().ConfigureAwait(false);
|
||||
|
||||
// 2. [Fix Bug π] 优雅关闭状态管道
|
||||
_statusQueue.Writer.TryComplete(); // 标记不再接受新数据
|
||||
_distributorCts?.Cancel(); // 通知消费者准备退出
|
||||
|
||||
if (_distributorTask != null)
|
||||
{
|
||||
// 3. 等待分发器处理完剩余消息
|
||||
// 给予 500ms 的宽限期,防止无限等待
|
||||
await Task.WhenAny(_distributorTask, Task.Delay(500)).ConfigureAwait(false);
|
||||
}
|
||||
|
||||
// 4. [Fix Bug ε] 强力切断事件引用
|
||||
// 防止 UI 控件忘记取消订阅导致的内存泄漏
|
||||
FrameReceived = null;
|
||||
StatusChanged = null;
|
||||
|
||||
// 5. 释放基础资源
|
||||
_lifecycleLock.Dispose();
|
||||
_distributorCts?.Dispose();
|
||||
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region --- 内部字段 (Internal Fields) ---
|
||||
|
||||
// 用于跟踪上一个未完成的生命周期任务
|
||||
private Task _pendingLifecycleTask = Task.CompletedTask;
|
||||
|
||||
#endregion
|
||||
}
|
||||
Reference in New Issue
Block a user