修正帧数统计错误,流量统计错误的问题
确认显示帧数策略有效
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@@ -119,6 +119,7 @@ public abstract class BaseVideoSource : IVideoSource, IAsyncDisposable
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/// <summary> 实时码率 (Mbps) </summary>
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protected double _currentBitrate = 0;
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public double RealBitrate => _currentBitrate;
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/// <summary> 码率计算临时字节计数器 </summary>
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private long _tempByteCounter = 0;
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@@ -404,43 +405,66 @@ public abstract class BaseVideoSource : IVideoSource, IAsyncDisposable
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}
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/// <summary>
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/// 标记帧接收事件(心跳保活 + FPS/码率统计)
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/// 标记数据接收(心跳保活 + 双路统计)
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/// <para>调用规则:</para>
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/// <para>1. 网络层收到流数据时:调用 MarkFrameReceived(dwBufSize),只统计流量。</para>
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/// <para>2. 解码层流控通过后:调用 MarkFrameReceived(0),只统计有效帧率。</para>
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/// </summary>
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/// <param name="dataSize">当前帧字节大小</param>
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/// <param name="dataSize">数据包大小(字节),0 表示这是一帧解码后的图像</param>
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protected void MarkFrameReceived(uint dataSize = 0)
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{
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var now = Environment.TickCount64;
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long now = Environment.TickCount64;
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// 1. 更新心跳时间戳(原子操作)
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// 1. [心跳保活] 无论网络包还是解码帧,都视为设备“活着”
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// 使用 Interlocked 保证多线程读写安全
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Interlocked.Exchange(ref _lastFrameTick, now);
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// 2. 累加总帧数(原子操作)
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Interlocked.Increment(ref _totalFramesReceived);
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// 3. 累加临时计数器(用于 FPS/码率计算)
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_tempFrameCounter++;
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_tempByteCounter += dataSize;
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// 4. 每秒结算一次统计指标
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var timeDiff = now - _lastFpsCalcTick;
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if (timeDiff >= 1000 && _lastFpsCalcTick > 0)
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// 2. [分流累加] 根据来源不同,累加不同的计数器
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if (dataSize > 0)
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{
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var duration = timeDiff / 1000.0;
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// 计算实时 FPS (保留 1 位小数)
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RealFps = Math.Round(_tempFrameCounter / duration, 1);
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// 计算实时码率 (Mbps) = (字节数 * 8) / 1024 / 1024 / 秒
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_currentBitrate = Math.Round((_tempByteCounter * 8.0) / 1024 / 1024 / duration, 2);
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// 重置临时计数器
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_lastFpsCalcTick = now;
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_tempFrameCounter = 0;
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_tempByteCounter = 0;
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// --- 来源:网络层回调 (SafeOnRealDataReceived) ---
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// 只累加字节数,用于计算带宽 (Mbps)
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// 绝对不能在这里累加帧数,否则会被网络包的数量误导(导致 FPS 虚高)
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Interlocked.Add(ref _tempByteCounter, dataSize);
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}
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else if (_lastFpsCalcTick == 0)
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else
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{
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// 初始化 FPS 计算起始时间
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// --- 来源:解码层回调 (SafeOnDecodingCallBack) ---
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// 只累加帧数,用于计算有效 FPS
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// 只有经过 MakeDecision() 筛选保留下来的帧才走到这里,所以是真实的 "Output FPS"
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Interlocked.Increment(ref _tempFrameCounter);
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// 累加生命周期总帧数
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Interlocked.Increment(ref _totalFramesReceived);
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}
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// 3. [定期结算] 每 1000ms (1秒) 结算一次统计指标
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long timeDiff = now - _lastFpsCalcTick;
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if (timeDiff >= 1000)
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{
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// 忽略第一次冷启动的数据(避免除以 0 或时间跨度过大)
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if (_lastFpsCalcTick > 0)
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{
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double duration = timeDiff / 1000.0;
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// --- A. 结算有效帧率 (FPS) ---
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// 原子读取并重置计数器,防止漏算
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int frames = Interlocked.Exchange(ref _tempFrameCounter, 0);
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RealFps = Math.Round(frames / duration, 1);
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// --- B. 结算网络带宽 (Mbps) ---
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// 公式: (字节数 * 8位) / 1024 / 1024 / 秒数
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long bytes = Interlocked.Exchange(ref _tempByteCounter, 0);
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_currentBitrate = Math.Round((bytes * 8.0) / 1024 / 1024 / duration, 2);
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}
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else
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{
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// 初始化重置
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_tempFrameCounter = 0;
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_tempByteCounter = 0;
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}
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// 更新结算时间锚点
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_lastFpsCalcTick = now;
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}
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}
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@@ -244,7 +244,8 @@ public class HikVideoSource : BaseVideoSource
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{
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try
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{
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// [优化] 维持心跳,防止被哨兵误杀
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// 【关键位置】:在此处调用,统计网络层收到的每一字节数据
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// 因为 dwBufSize > 0,MarkFrameReceived 内部只会累加码流,不会增加 FPS 计数
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MarkFrameReceived(dwBufSize);
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if (_realPlayHandle == -1) return;
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@@ -301,6 +302,9 @@ public class HikVideoSource : BaseVideoSource
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// 如果没人要,直接丢弃,不进行 Mat 转换,节省 CPU
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if (!decision.IsCaptured) return;
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// [优化] 维持心跳,防止被哨兵误杀
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MarkFrameReceived(0);
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int width = pFrameInfo.nWidth;
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int height = pFrameInfo.nHeight;
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