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Ayay/SHH.CameraSdk/Core/Scheduling/FrameRequirement.cs

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namespace SHH.CameraSdk;
/// <summary>
/// 帧需求定义模型
/// 功能:描述某个程序/模块对视频帧的消费需求,用于帧分发调度与帧率控制
/// 用途:配合 FrameController实现按订阅者需求精准分配帧资源避免资源浪费
/// </summary>
public class FrameRequirement
{
#region --- (Subscriber Core Identification) ---
/// <summary> 订阅者唯一ID如 "Client_A"、"AI_Service"、"WPF_Display_Main" </summary>
/// <remarks> 用于区分不同的帧消费模块,作为帧分发路由的关键标识 </remarks>
public string AppId { get; set; } = string.Empty;
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/// <summary> 订阅业务类型(描述视频流的最终去向和处理逻辑) </summary>
/// <remarks> 决定了后端流控引擎后续的资源分配(如录像机或渲染器) </remarks>
public SubscriptionType Type { get; set; } = SubscriptionType.LocalWindow;
#endregion
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#region --- (Frame Rate Control Parameters) ---
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/// <summary> 目标帧率单位fps订阅者期望的每秒接收帧数 </summary>
/// <remarks> 范围 1-25 fps。例如UI 预览需 15fpsAI 分析需 5fps </remarks>
public int TargetFps { get; set; } = 15;
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/// <summary> 上次成功分发帧的时间点(单位:毫秒,基于 Environment.TickCount64 </summary>
/// <remarks> 帧率控制算法的核心,用于判断当前时刻是否应向此订阅者推送帧 </remarks>
public long LastCaptureTick { get; set; } = 0;
#endregion
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#region --- (Business Dynamic Parameters) ---
/// <summary> 备注信息(记录订阅用途、申请人或关联业务系统) </summary>
public string Memo { get; set; } = string.Empty;
/// <summary> 窗口句柄(仅在 Type 为 HandleDisplay 时有效) </summary>
/// <remarks> 格式通常为十六进制或十进制字符串,用于跨进程或底层渲染对接 </remarks>
public string Handle { get; set; } = string.Empty;
/// <summary> 录像持续时长(单位:分钟,仅在 Type 为 LocalRecord 时有效) </summary>
public int RecordDuration { get; set; } = 5;
/// <summary> 录像存放路径(仅在 Type 为 LocalRecord 时有效) </summary>
/// <remarks> 服务器本地磁盘的绝对路径例如D:\Recordings\Camera_01 </remarks>
public string SavePath { get; set; } = string.Empty;
/// <summary> 通讯传输协议(仅在网络转发模式下有效) </summary>
public TransportProtocol Protocol { get; set; }
= TransportProtocol.Tcp;
/// <summary> 目标接收端 IP 地址(仅在网络转发模式下有效) </summary>
public string TargetIp { get; set; } = "127.0.0.1";
/// <summary> 目标接收端端口号(仅在网络转发模式下有效) </summary>
public int TargetPort { get; set; } = 8080;
#endregion
#region --- (Runtime Stats & Control) ---
/// <summary> 实时计算的输出帧率单位fps实际分发给订阅者的频率 </summary>
/// <remarks> 反映系统真实运行状态,若低于 TargetFps 则说明分发链路存在瓶颈 </remarks>
public double RealFps { get; set; } = 0.0;
/// <summary> 需求是否激活true=正常接收帧false=暂停接收,保留配置) </summary>
public bool IsActive { get; set; } = true;
#endregion
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#region --- (Internal Logic Control) ---
private int _frameCount = 0;
private long _lastFpsCalcTick = Environment.TickCount64;
/// <summary>
/// 更新实际帧率统计
/// </summary>
/// <remarks> 每当成功分发一帧后调用,内部自动按秒计算 RealFps </remarks>
public void UpdateRealFps()
{
_frameCount++;
long currentTick = Environment.TickCount64;
long elapsed = currentTick - _lastFpsCalcTick;
if (elapsed >= 1000) // 达到 1 秒周期
{
RealFps = Math.Round(_frameCount / (elapsed / 1000.0), 1);
_frameCount = 0;
_lastFpsCalcTick = currentTick;
}
}
#endregion
}