namespace SHH.CameraSdk; /// /// 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 /// public class FrameRequirement { public FrameRequirement() { } public FrameRequirement(SubscriptionDto dto) { // 1. 核心标识 this.AppId = dto.AppId; this.Type = dto.Type; // 2. 流控参数 this.TargetFps = dto.DisplayFps; // 3. 业务动态参数 this.Memo = dto.Memo; this.Handle = dto.Handle; this.RecordDuration = dto.RecordDuration; this.SavePath = dto.SavePath; // 4. 网络转发相关参数 (补全) this.Protocol = dto.Protocol; this.TargetIp = dto.TargetIp; this.TargetPort = dto.TargetPort; // 5. 初始化内部统计状态 this.LastCaptureTick = Environment.TickCount64; this._lastFpsCalcTick = Environment.TickCount64; this.IsActive = true; } #region --- 订阅者核心标识 (Subscriber Core Identification) --- /// 订阅者唯一ID(如 "Client_A"、"AI_Service"、"WPF_Display_Main") /// 用于区分不同的帧消费模块,作为帧分发路由的关键标识 public string AppId { get; set; } = string.Empty; /// 订阅业务类型(描述视频流的最终去向和处理逻辑) /// 决定了后端流控引擎后续的资源分配(如录像机或渲染器) public SubscriptionType Type { get; set; } = SubscriptionType.LocalWindow; #endregion #region --- 帧率控制参数 (Frame Rate Control Parameters) --- /// 目标帧率(单位:fps,订阅者期望的每秒接收帧数) /// 范围 1-25 fps。例如:UI 预览需 15fps,AI 分析需 5fps public int TargetFps { get; set; } = 15; /// 上次成功分发帧的时间点(单位:毫秒,基于 Environment.TickCount64) /// 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 public long LastCaptureTick { get; set; } = 0; #endregion #region --- 业务动态参数 (Business Dynamic Parameters) --- /// 备注信息(记录订阅用途、申请人或关联业务系统) public string Memo { get; set; } = string.Empty; /// 窗口句柄(仅在 Type 为 HandleDisplay 时有效) /// 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 public string Handle { get; set; } = string.Empty; /// 录像持续时长(单位:分钟,仅在 Type 为 LocalRecord 时有效) public int RecordDuration { get; set; } = 5; /// 录像存放路径(仅在 Type 为 LocalRecord 时有效) /// 服务器本地磁盘的绝对路径,例如:D:\Recordings\Camera_01 public string SavePath { get; set; } = string.Empty; /// 通讯传输协议(仅在网络转发模式下有效) public TransportProtocol Protocol { get; set; } = TransportProtocol.Tcp; /// 目标接收端 IP 地址(仅在网络转发模式下有效) public string TargetIp { get; set; } = "127.0.0.1"; /// 目标接收端端口号(仅在网络转发模式下有效) public int TargetPort { get; set; } = 8080; #endregion #region --- 运行统计与控制 (Runtime Stats & Control) --- /// 实时计算的输出帧率(单位:fps,实际分发给订阅者的频率) /// 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 public double RealFps { get; set; } = 0.0; /// 需求是否激活(true=正常接收帧,false=暂停接收,保留配置) public bool IsActive { get; set; } = true; #endregion #region --- 内部逻辑控制 (Internal Logic Control) --- private int _frameCount = 0; private long _lastFpsCalcTick = Environment.TickCount64; /// /// 更新实际帧率统计 /// /// 每当成功分发一帧后调用,内部自动按秒计算 RealFps public void UpdateRealFps() { try { _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; } } catch{ } } #endregion }