新增 Mjpegplayer 用来播放 Web 流

This commit is contained in:
2026-01-21 19:03:59 +08:00
parent f79cb6e74d
commit c438edfa0d
71 changed files with 4538 additions and 452 deletions

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@@ -49,4 +49,25 @@ public static class DahuaPlaySDK
[DllImport(DLL_PATH)]
public static extern bool PLAY_SetStreamOpenMode(int nPort, uint nMode);
// 解码模式枚举
public enum DecodeType
{
DECODE_SW = 1, // 软解 (CPU)
DECODE_HW = 2, // 硬解拷贝模式 (GPU解码后拷贝回内存)
DECODE_HW_FAST = 3, // 硬解直接显示模式 (GPU解码直接渲染最高性能)
DECODE_HW_NV_CUDA = 7, // 英伟达显卡 CUDA 硬解 (Ayay 推荐,多路并发最强)
DECODE_HW_D3D11 = 8 // D3D11 硬解
}
// 渲染模式枚举
public enum RenderType
{
RENDER_GDI = 1,
RENDER_D3D9 = 4,
RENDER_D3D11 = 7
}
[DllImport(DLL_PATH, EntryPoint = "PLAY_SetEngine")]
public static extern bool PLAY_SetEngine(int nPort, DecodeType decodeType, RenderType renderType);
}

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@@ -3,6 +3,7 @@ using OpenCvSharp;
using Serilog;
using System.Runtime.ExceptionServices;
using System.Security;
using static SHH.CameraSdk.DahuaPlaySDK;
namespace SHH.CameraSdk;
@@ -173,8 +174,35 @@ public class DahuaVideoSource : BaseVideoSource
{
_playPort = port;
DahuaPlaySDK.PLAY_SetStreamOpenMode(_playPort, 0);
// 打开流
DahuaPlaySDK.PLAY_OpenStream(_playPort, IntPtr.Zero, 0, 1024 * 1024 * 2);
// =================================================================================
// 🚀 [新增代码] 性能优化:尝试开启大华 GPU 硬解码
// 位置:必须在 PLAY_OpenStream 之后PLAY_Play 之前
// =================================================================================
try
{
// nDecodeEngine: 1 = 开启硬解码 (Nvidia/Intel)
// 注意:大华 SDK 若不支持会自动降级try-catch 仅为了防止 P/Invoke 签名缺失崩溃
// Optimized: 使用新版接口开启硬件解码,优先尝试 CUDA 以保证 Ayay 的多路并发性能
// nPort 是通过 PLAY_GetFreePort 获取的播放通道号
bool success = PLAY_SetEngine(_playPort, DecodeType.DECODE_HW_NV_CUDA, RenderType.RENDER_D3D11);
if (!success)
{
// 如果显卡不支持 CUDA降级为普通硬解或软解
PLAY_SetEngine(_playPort, DecodeType.DECODE_HW, RenderType.RENDER_D3D9);
}
_sdkLog.Information($"[Perf] Dahua 尝试开启硬解码. ID:{_config.Id} Port:{_playPort}");
}
catch (Exception ex)
{
_sdkLog.Warning($"[Perf] Dahua 开启硬解码失败: {ex.Message}");
}
// 设置回调与播放
_decCallBack = new DahuaPlaySDK.DECCBFUN(SafeOnDecodingCallBack);
DahuaPlaySDK.PLAY_SetDecCallBack(_playPort, _decCallBack);
DahuaPlaySDK.PLAY_Play(_playPort, IntPtr.Zero);

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@@ -1,6 +1,4 @@
using System;
using System.Runtime.InteropServices;
namespace SHH.CameraSdk;
namespace SHH.CameraSdk;
/// <summary>
/// 海康播放库 PlayCtrl.dll 的封装
@@ -343,5 +341,11 @@ public static class HikPlayMethods
[DllImport(DllName)]
public static extern bool PlayM4_ResetSourceBuffer(int nPort);
/// <summary>
/// [新增] 开启硬件解码
/// </summary>
[DllImport(DllName)]
public static extern bool PlayM4_SetHardWareDecode(int nPort, int nMode);
#endregion
}

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@@ -54,8 +54,8 @@ public class HikVideoSource : BaseVideoSource,
private volatile int _connectionEpoch = 0; // 连接轮询版本号
// 回调委托强引用防止GC回收
private HikNativeMethods.REALDATACALLBACK? _realDataCallBack;
private HikPlayMethods.DECCBFUN? _decCallBack;
private readonly HikNativeMethods.REALDATACALLBACK _realDataCallBack;
private readonly HikPlayMethods.DECCBFUN _decCallBack;
// 图像处理资源, 内存复用对象
private Mat? _sharedYuvMat;
@@ -77,6 +77,11 @@ public class HikVideoSource : BaseVideoSource,
_timeProvider = new HikTimeSyncProvider(this);
_rebootProvider = new HikRebootProvider(this);
_ptzProvider = new HikPtzProvider(this);
// Modified: [Fix GC Crash] 移除此处的 new REALDATACALLBACK
// 直接使用构造函数初始化的 _realDataCallBack保证委托地址在整个对象生命周期内不变
_realDataCallBack = new HikNativeMethods.REALDATACALLBACK(SafeOnRealDataReceived);
_decCallBack = new HikPlayMethods.DECCBFUN(SafeOnDecodingCallBack);
}
#endregion
@@ -424,8 +429,10 @@ public class HikVideoSource : BaseVideoSource,
bBlocked = false
};
_realDataCallBack = new HikNativeMethods.REALDATACALLBACK(SafeOnRealDataReceived);
_realPlayHandle = HikNativeMethods.NET_DVR_RealPlay_V40(_userId, ref previewInfo, _realDataCallBack, IntPtr.Zero);
// Optimized: [Fix GC Crash] 显式保活,防止 JIT 在 P/Invoke 过程中激进回收(双重保险)
GC.KeepAlive(_realDataCallBack);
return _realPlayHandle >= 0;
}
@@ -480,8 +487,26 @@ public class HikVideoSource : BaseVideoSource,
return;
}
_decCallBack = new HikPlayMethods.DECCBFUN(SafeOnDecodingCallBack);
// =================================================================================
// 🚀 [新增代码] 尝试开启 GPU 硬解码 (1=开启, 0=关闭)
// 位置:必须在 OpenStream 成功之后SetDecCallBack 之前
// =================================================================================
try
{
HikPlayMethods.PlayM4_SetHardWareDecode(_playPort, 1);
_sdkLog.Information($"[Perf] Hik 尝试开启硬解码. ID:{_config.Id} Port:{_playPort}");
}
catch (Exception ex)
{
// 即使失败也不影响流程,仅记录警告
_sdkLog.Warning($"[Perf] Hik 开启硬解码失败: {ex.Message}");
}
HikPlayMethods.PlayM4_SetDecCallBackEx(_playPort, _decCallBack, IntPtr.Zero, 0);
// Optimized: [Fix GC Crash] 显式保活
GC.KeepAlive(_decCallBack);
HikPlayMethods.PlayM4_Play(_playPort, IntPtr.Zero);
_sdkLog.Debug($"[SDK] Hik 播放端口初始化成功, ID:{_config.Id} IP:{_config.IpAddress} Port:{_config.Port} Name:{_config.Name}, UserID: {_userId}, 播放端口:{_playPort}");