2022-06-29 14:45:17 +03:00

416 lines
15 KiB
C#

// -----------------------------------------------------------------------
// <copyright file="VoiceFramed.cs" company="Exit Games GmbH">
// Photon Voice API Framework for Photon - Copyright (C) 2017 Exit Games GmbH
// </copyright>
// <summary>
// Photon data streaming support.
// </summary>
// <author>developer@photonengine.com</author>
// ----------------------------------------------------------------------------
using System;
using System.Collections.Generic;
#if DUMP_TO_FILE
using System.IO;
#endif
using System.Threading;
namespace Photon.Voice
{
/// <summary>Audio Processor interface.</summary>
public interface IProcessor<T> : IDisposable
{
/// <summary>Process a frame of audio data.</summary>
/// <param name="buf">Buffer containing input audio data</param>
/// <returns>Buffer containing output audio data or null if frame has been discarded (VAD)</returns>
T[] Process(T[] buf);
}
/// <summary>Utility class to re-frame audio packets.</summary>
public class Framer<T>
{
T[] frame;
/// <summary>Create new Framer instance.</summary>
public Framer(int frameSize)
{
this.frame = new T[frameSize];
var x = new T[1];
if (x[0] is byte)
this.sizeofT = sizeof(byte);
else if (x[0] is short)
this.sizeofT = sizeof(short);
else if (x[0] is float)
this.sizeofT = sizeof(float);
else
throw new Exception("Input data type is not supported: " + x[0].GetType());
}
int sizeofT;
int framePos = 0;
/// <summary>Get the number of frames available after adding bufLen samples.</summary>
/// <param name="bufLen">Number of samples that would be added.</param>
/// <returns>Number of full frames available when adding bufLen samples.</returns>
public int Count(int bufLen)
{
return (bufLen + framePos) / frame.Length;
}
/// <summary>Append arbitrary-sized buffer and return available full frames.</summary>
/// <param name="buf">Array of samples to add.</param>
/// <returns>Enumerator of full frames (might be none).</returns>
public IEnumerable<T[]> Frame(T[] buf)
{
// quick return in trivial case
if (frame.Length == buf.Length && framePos == 0)
{
yield return buf;
}
else
{
var bufPos = 0;
while (frame.Length - framePos <= buf.Length - bufPos)
{
var l = frame.Length - framePos;
Buffer.BlockCopy(buf, bufPos * sizeofT, frame, framePos * sizeofT, l * sizeofT);
//Console.WriteLine("=== Y {0} {1} -> {2} {3} ", bufPos, bufPos + l, sourceFramePos, sourceFramePos + l);
bufPos += l;
framePos = 0;
yield return this.frame;
}
if (bufPos != buf.Length)
{
var l = buf.Length - bufPos;
Buffer.BlockCopy(buf, bufPos * sizeofT, frame, framePos * sizeofT, l * sizeofT);
//Console.WriteLine("=== L {0} {1} -> {2} {3} ", bufPos, bufPos + l, sourceFramePos, sourceFramePos + l);
framePos += l;
}
}
}
}
/// <summary>
/// Typed re-framing LocalVoice
/// </summary>
/// <remarks>Base class for typed re-framing LocalVoice implementation (<see cref="LocalVoiceFramed{T}"></see>) </remarks>
public class LocalVoiceFramedBase : LocalVoice
{
/// <summary>Data flow will be repacked to frames of this size. May differ from input voiceInfo.FrameSize. Processors should resample in this case.</summary>
public int FrameSize { get; private set; }
internal LocalVoiceFramedBase(VoiceClient voiceClient, IEncoder encoder, byte id, VoiceInfo voiceInfo, int channelId, int frameSize)
: base(voiceClient, encoder, id, voiceInfo, channelId)
{
this.FrameSize = frameSize;
}
}
/// <summary>
/// Typed re-framing LocalVoice
/// </summary>
/// <remarks>
/// Consumes data in array buffers of arbitrary length. Repacks them in frames of constant length for further processing and encoding.
/// </remarks>
public class LocalVoiceFramed<T> : LocalVoiceFramedBase
{
Framer<T> framer;
#if DUMP_TO_FILE
FileStream file;
static int fileCnt = 0;
#endif
// Optionally process input data.
// Should return arrays exactly of info.FrameSize size or null to skip sending
protected T[] processFrame(T[] buf)
{
lock (this.processors)
{
foreach (var p in processors)
{
buf = p.Process(buf);
if (buf == null)
{
break;
}
}
}
return buf;
}
/// <summary>
/// Adds processors after any built-in processors and everything added with AddPreProcessor.
/// </summary>
/// <param name="processors"></param>
public void AddPostProcessor(params IProcessor<T>[] processors)
{
lock (this.processors)
{
foreach (var p in processors)
{
this.processors.Add(p);
}
}
}
int preProcessorsCnt;
/// <summary>
/// Adds processors before built-in processors and everything added with AddPostProcessor.
/// </summary>
/// <param name="processors"></param>
public void AddPreProcessor(params IProcessor<T>[] processors)
{
lock (this.processors)
{
foreach (var p in processors)
{
this.processors.Insert(preProcessorsCnt++, p);
}
}
}
/// <summary>
/// Clears all processors in pipeline including built-in resampling.
/// User should add at least resampler processor after call.
/// </summary>
public void ClearProcessors()
{
lock (this.processors)
{
this.processors.Clear();
preProcessorsCnt = 0;
}
}
List<IProcessor<T>> processors = new List<IProcessor<T>>();
internal LocalVoiceFramed(VoiceClient voiceClient, IEncoder encoder, byte id, VoiceInfo voiceInfo, int channelId, int frameSize)
: base(voiceClient, encoder, id, voiceInfo, channelId, frameSize)
{
#if DUMP_TO_FILE
file = File.Open("dump-" + fileCnt++ + ".raw", FileMode.Create);
#endif
if (frameSize == 0)
{
throw new Exception(LogPrefix + ": non 0 frame size required for framed stream");
}
this.framer = new Framer<T>(FrameSize);
this.bufferFactory = new FactoryPrimitiveArrayPool<T>(DATA_POOL_CAPACITY, Name + " Data", FrameSize);
}
bool dataEncodeThreadStarted;
Queue<T[]> pushDataQueue = new Queue<T[]>();
AutoResetEvent pushDataQueueReady = new AutoResetEvent(false);
public FactoryPrimitiveArrayPool<T> BufferFactory { get { return bufferFactory; } }
FactoryPrimitiveArrayPool<T> bufferFactory;
/// <summary>Wether this LocalVoiceFramed has capacity for more data buffers to be pushed asynchronously.</summary>
public bool PushDataAsyncReady { get { lock (pushDataQueue) return pushDataQueue.Count < DATA_POOL_CAPACITY - 1; } } // 1 slot for buffer currently processed and not contained either by pool or queue
/// <summary>Asynchronously push data into this stream.</summary>
// Accepts array of arbitrary size. Automatically splits or aggregates input to buffers of length <see cref="FrameSize"></see>.
// Expects buf content to be preserved until PushData is called from a worker thread. Releases buffer to <see cref="BufferFactory"></see> then.
public void PushDataAsync(T[] buf)
{
if (disposed) return;
#if PHOTON_VOICE_THREADING_DISABLE
PushData(buf);
return;
#endif
if (!dataEncodeThreadStarted)
{
voiceClient.logger.LogInfo(LogPrefix + ": Starting data encode thread");
#if NETFX_CORE
Windows.System.Threading.ThreadPool.RunAsync((x) =>
{
PushDataAsyncThread();
});
#else
var t = new Thread(PushDataAsyncThread);
t.Start();
Util.SetThreadName(t, "[PV] EncData " + shortName);
#endif
dataEncodeThreadStarted = true;
}
// Caller should check this asap in general case if packet production is expensive.
// This is not the case For lightweight audio stream. Also overflow does not happen for audio stream normally.
// Make sure that queue is not too large even if caller missed the check.
if (this.PushDataAsyncReady)
{
lock (pushDataQueue)
{
pushDataQueue.Enqueue(buf);
}
pushDataQueueReady.Set();
}
else
{
this.bufferFactory.Free(buf, buf.Length);
if (framesSkipped == framesSkippedNextLog)
{
voiceClient.logger.LogWarning(LogPrefix + ": PushData queue overflow. Frames skipped: " + (framesSkipped + 1));
framesSkippedNextLog = framesSkipped + 10;
}
framesSkipped++;
}
}
int framesSkippedNextLog;
int framesSkipped;
bool exitThread = false;
private void PushDataAsyncThread()
{
//#if UNITY_5_3_OR_NEWER
// UnityEngine.Profiling.Profiler.BeginThreadProfiling("PhotonVoice", LogPrefix);
//#endif
try
{
while (!exitThread)
{
pushDataQueueReady.WaitOne(); // Wait until data is pushed to the queue or Dispose signals.
//#if UNITY_5_3_OR_NEWER
// UnityEngine.Profiling.Profiler.BeginSample("Encoder");
//#endif
while (true) // Dequeue and process while the queue is not empty
{
if (exitThread) break; // early exit to save few resources
T[] b = null;
lock (pushDataQueue)
{
if (pushDataQueue.Count > 0)
{
b = pushDataQueue.Dequeue();
}
}
if (b != null)
{
PushData(b);
this.bufferFactory.Free(b, b.Length);
}
else
{
break;
}
}
//#if UNITY_5_3_OR_NEWER
// UnityEngine.Profiling.Profiler.EndSample();
//#endif
}
}
catch (Exception e)
{
voiceClient.logger.LogError(LogPrefix + ": Exception in encode thread: " + e);
throw e;
}
finally
{
Dispose();
this.bufferFactory.Dispose();
#if NETFX_CORE
pushDataQueueReady.Dispose();
#else
pushDataQueueReady.Close();
#endif
voiceClient.logger.LogInfo(LogPrefix + ": Exiting data encode thread");
//#if UNITY_5_3_OR_NEWER
// UnityEngine.Profiling.Profiler.EndThreadProfiling();
//#endif
}
}
// counter for detection of first frame for which process() returned null
int processNullFramesCnt = 0;
/// <summary>Synchronously push data into this stream.</summary>
// Accepts array of arbitrary size. Automatically splits or aggregates input to buffers of length <see cref="FrameSize"></see>.
public void PushData(T[] buf)
{
if (this.voiceClient.transport.IsChannelJoined(this.channelId))
{
if (this.TransmitEnabled)
{
if (this.encoder is IEncoderDirect<T[]>)
{
lock (disposeLock)
{
if (!disposed)
{
foreach (var framed in framer.Frame(buf))
{
var processed = processFrame(framed);
if (processed != null)
{
#if DUMP_TO_FILE
var b = new byte[processed.Length * sizeof(short)];
Buffer.BlockCopy(processed, 0, b, 0, b.Length);
file.Write(b, 0, b.Length);
#endif
processNullFramesCnt = 0;
((IEncoderDirect<T[]>)this.encoder).Input(processed);
}
else
{
processNullFramesCnt++;
if (processNullFramesCnt == 1)
{
this.encoder.EndOfStream();
}
}
}
}
}
}
else
{
throw new Exception(LogPrefix + ": PushData(T[]) called on encoder of unsupported type " + (this.encoder == null ? "null" : this.encoder.GetType().ToString()));
}
}
}
}
/// <summary>
/// Releases resources used by the <see cref="LocalVoiceFramed{T}"/> instance.
/// Buffers used for asynchronous push will be disposed in encoder thread's 'finally'.
/// </summary>
public override void Dispose()
{
#if DUMP_TO_FILE
file.Close();
#endif
exitThread = true;
lock (disposeLock)
{
if (!disposed)
{
lock (this.processors)
{
foreach (var p in processors)
{
p.Dispose();
}
}
base.Dispose();
pushDataQueueReady.Set(); // let worker exit
}
}
base.Dispose();
}
}
}