Red5 stream flv file - stream

I was inspecting the oflaDemo from Red5.
I was wondering how I could change the oflaDemo so that I could stream a certain flv file to all the subscribers...
/** {#inheritDoc} */
#Override
public boolean appConnect(IConnection conn, Object[] params) {
// Trigger calling of "onBWDone", required for some FLV players
measureBandwidth(conn);
if (conn instanceof IStreamCapableConnection) {
IStreamCapableConnection streamConn = (IStreamCapableConnection) conn;
SimpleConnectionBWConfig bwConfig = new SimpleConnectionBWConfig();
bwConfig.getChannelBandwidth()[IBandwidthConfigure.OVERALL_CHANNEL] =
1024 * 1024;
bwConfig.getChannelInitialBurst()[IBandwidthConfigure.OVERALL_CHANNEL] =
128 * 1024;
streamConn.setBandwidthConfigure(bwConfig);
}
serverStream = StreamUtils.createServerStream(appScope, "live0");
SimplePlayItem item = new SimplePlayItem();
item.setStart(0);
item.setLength(10000);
item.setName("IronMan");
serverStream.addItem(item);
item = new SimplePlayItem();
item.setStart(20000);
item.setLength(10000);
item.setName("DarkKnight");
serverStream.addItem(item);
serverStream.start();
serverStream.setRepeat(true);
return super.appConnect(conn, params);
}
The result of the code above is just a blank screen for all subscribers...
Does anyone of you have any idea?
thanks in advance!

This would be easier to accomplish on the client side and if you didn't want to hard-code the stream name, you could pass its name as a flash var.

I got the same problem. I found that blank screen is because of what line
serverStream.setRepeat(true);
if you set repeat to false all works fine
UPD:
I think that this is red5 bug. I made a hack to repeat continiously one flv. I added custom play list controller:
public class MyPlayListController implements IPlaylistController {
#Override
public int nextItem(IPlaylist playlist, int itemIndex) {
return 0;
}
#Override
public int previousItem(IPlaylist playlist, int itemIndex) {
return 0;
}
}

Related

proper video streaming with rxjava

To handle a video stream from a webcam (delivered by opencv) i am considering to use RxJava.
I am hoping to achieve the following:
being able to control the frames per second to be delivered
to be able to handle different inputs - e.g. a life webcam, a video or even a still picture
being able to switch to a picture-by-picture handling under the control of a gui
I have been experimenting a bit with RxJava but i am confused about the debounce, throttleFirst and async operators
Examples like https://stackoverflow.com/a/48723331/1497139 show some code but I am missing more detailed explanation.
Where could I find a decent example for video processing or something similar along the needs mentioned above?
The code below does some non async logic at this time - please let me know if i could build on it:
ImageFetcher
import org.opencv.core.Mat;
import org.opencv.videoio.VideoCapture;
import rx.Observable;
import rx.functions.Action1;
import rx.functions.Func0;
import rx.functions.Func1;
/**
* fetcher for Images
*
*/
public class ImageFetcher {
// OpenCV video capture
private VideoCapture capture = new VideoCapture();
private String source;
protected int frameIndex;
public int getFrameIndex() {
return frameIndex;
}
/**
* fetch from the given source
*
* #param source
* - the source to fetch from
*/
public ImageFetcher(String source) {
this.source = source;
}
/**
* try opening my source
*
* #return true if successful
*/
public boolean open() {
boolean ret = this.capture.open(source);
frameIndex=0;
return ret;
}
/**
* fetch an image Matrix
*
* #return - the image fetched
*/
public Mat fetch() {
if (!this.capture.isOpened()) {
boolean ret = this.open();
if (!ret) {
String msg = String.format(
"Trying to fetch image from unopened VideoCapture and open %s failed",
source);
throw new IllegalStateException(msg);
}
}
final Mat frame = new Mat();
this.capture.read(frame);
frameIndex++;
return !frame.empty() ? frame : null;
}
#Override
protected void finalize() throws Throwable {
super.finalize();
}
/**
* convert me to an observable
* #return a Mat emitting Observable
*/
public Observable<Mat> toObservable() {
// Resource creation.
Func0<VideoCapture> resourceFactory = () -> {
VideoCapture capture = new VideoCapture();
capture.open(source);
return capture;
};
// Convert to observable.
Func1<VideoCapture, Observable<Mat>> observableFactory = capture -> Observable
.<Mat> create(subscriber -> {
boolean hasNext = true;
while (hasNext) {
final Mat frame = this.fetch();
hasNext = frame!=null && frame.rows()>0 && frame.cols()>0;
if (hasNext) {
String msg = String.format("->%6d:%4dx%d", frameIndex, frame.cols(), frame.rows());
System.out.println(msg);
subscriber.onNext(frame);
}
}
subscriber.onCompleted();
});
// Disposal function.
Action1<VideoCapture> dispose = VideoCapture::release;
return Observable.using(resourceFactory, observableFactory, dispose);
}
}
ImageSubscriber
import org.opencv.core.Mat;
import rx.Subscriber;
public class ImageSubscriber extends Subscriber<Mat> {
public Throwable error;
public int cols = 0;
public int rows=0;
public int frameIndex=0;
public boolean completed = false;
public boolean debug = false;
#Override
public void onCompleted() {
completed = true;
}
#Override
public void onError(Throwable e) {
error = e;
}
#Override
public void onNext(Mat mat) {
cols = mat.cols();
rows = mat.rows();
frameIndex++;
if (cols==0 || rows==0)
System.err.println("invalid frame "+frameIndex);
if (debug) {
String msg = String.format("%6d:%4dx%d", frameIndex, cols, rows);
System.out.println(msg);
}
}
};

apache ignite datastreamer how to set data into ignitefuture?

I am creating a batch data streamer in apache ignite, and need to control what happening after data receive.
My batch has a structure:
public class Batch implements Binarylizable, Serializable {
private String eventKey;
private byte[] bytes;
etc..
Then i trying to stream my data:
try (IgniteDataStreamer<Integer, Batch> streamer = serviceGrid.getIgnite().dataStreamer(cacheName);
StreamBatcher batcher = StreamBatcherFactory.create(event) ){
streamer.receiver(StreamTransformer.from(new BatchDataProcessor(event)));
streamer.autoFlushFrequency(1000);
streamer.allowOverwrite(true);
statusService.updateStatus(event.getKey(), StatusType.EXECUTING);
int counter = 0;
Batch batch = null;
IgniteFuture<?> future = null;
while ((batch = batcher.batch()) != null) {
future = streamer.addData(counter++, batch);
}
Object getted = future.get();
Just for test use lets get only the last future, and try to analyze this object. In the code above I'm using BatchDataProcessor, that look like this:
public class BatchDataProcessor implements CacheEntryProcessor<Integer, Batch, Object> {
private final Event event;
private final String eventKey;
public BatchDataProcessor(Event event) {
this.event = event;
this.eventKey = event.getKey();
}
#Override
public Object process(MutableEntry<Integer, Batch> mutableEntry, Object... objects) throws EntryProcessorException {
Node node = NodeIgniter.node(Ignition.localIgnite().cluster().localNode().id());
ServiceGridContainer container = (ServiceGridContainer) node.getEnvironmentContainer().getContainerObject(ServiceGridContainer.class);
ProcessMarshaller marshaller = (ProcessMarshaller) container.getService(ProcessMarshaller.class);
LocalProcess localProcess = marshaller.intoProccessing(event.getLambdaExecutionKey());
try {
localProcess.addBatch(mutableEntry);
} catch (IOException e) {
e.printStackTrace();
} finally {
return new String("111");
}
}
}
So after localProcess.addBatch(mutableEntry) I want to send back an information about the status of this particular batch, so I think that I should do this in IgniteFuture object, but I don't find any information how to control the future object that's received in addData function.
Can anybody help with understanding, where can I control future that receives in addData function or some other way to realize a callback to streamed batch?
When you do StreamTransformer.from(), you forfeit the result of your BatchDataProcessor, because
for (Map.Entry<K, V> entry : entries)
cache.invoke(entry.getKey(), this, entry.getValue());
// ^ result of cache.invoke() is discarded here
DataStreamer is for one-directional streaming of data. It is not supposed to return values as far as I know.
If you depend on the result of cache.invoke(), I recommend calling it directly instead of relying on DataStreamer.
BTW, be careful with fut.get(). You should do dataStreamer.flush() first, or DataStreamer's futures will wait indefinitely.

Is there any LazyLoader for images to load image in ListField in BlackBerry?

I am new to BlackBerry development. But good about android.
I want to load Images coming from the server in ListField.
I have implement like below code but not getting success:
package mypackage;
public class TempScreen extends MainScreen implements ListFieldCallback{
Bitmap[] images=null;
private ListField mylist;
private static Bitmap _bitmap;
private ImageDownloader downloader;
int size = 0;
String[] urls={
"http://www.kentnews.co.uk/polopoly_fs/damian_lewis_at_port_lympne_wild_animal_park_c_taf_1_1738362!image/2626063106.jpg_gen/derivatives/landscape_225/2626063106.jpg",
"http://www.kentnews.co.uk/polopoly_fs/damian_lewis_at_port_lympne_wild_animal_park_c_taf_1_1738362!image/2626063106.jpg_gen/derivatives/landscape_225/2626063106.jpg",
"http://www.kentnews.co.uk/polopoly_fs/damian_lewis_at_port_lympne_wild_animal_park_c_taf_1_1738362!image/2626063106.jpg_gen/derivatives/landscape_225/2626063106.jpg",
"http://www.kentnews.co.uk/polopoly_fs/damian_lewis_at_port_lympne_wild_animal_park_c_taf_1_1738362!image/2626063106.jpg_gen/derivatives/landscape_225/2626063106.jpg"};
public TempScreen()
{
images=new Bitmap[urls.length];
size = urls.length;
mylist = new ListField();
mylist.setCallback(this);
mylist.setSize(4);
mylist.setRowHeight(getFont().getHeight() * 3);
add(mylist);
Thread downloader=new Thread(new ImageDownloader());
downloader.start();
}
public void drawListRow(ListField listField, Graphics graphics, int index,
int y, int width) {
if(images[index]==null)
{
//Load placeholder image
_bitmap = Bitmap.getBitmapResource("close_btn.png");// load some bitmap
// of your choice
// here
}
else
//Load Bitmap
_bitmap = images[index];
graphics.drawText("row details", 100, y + 30);
//graphics.drawBitmap(0, y, _bitmap.getWidth(), _bitmap.getHeight(),_bitmap, 0, 0);
mylist.invalidate(index);
}
public class ImageDownloader implements Runnable
{
public void run()
{
for(int i=0; i<size;i++)
{
if(images[i]==null)
{
images[i]=connectServerForImage(urls[i].toString());//replace downloadImage method to whatever method you have to download the bitmap from url
UiApplication.getUiApplication().invokeLater(new Runnable(){
public void run()
{
mylist.invalidate();
}
});
}
}
}
}
public Object get(ListField listField, int index) {
// TODO Auto-generated method stub
return null;
}
public int getPreferredWidth(ListField listField) {
// TODO Auto-generated method stub
return 0;
}
public int indexOfList(ListField listField, String prefix, int start) {
// TODO Auto-generated method stub
return 0;
}
public static Bitmap connectServerForImage(String url) {
HttpConnection httpConnection = null;
DataOutputStream httpDataOutput = null;
InputStream httpInput = null;
int rc;
Bitmap bitmp = null;
try {
// httpConnection = (HttpConnection)
// Connector.open(url+";interface=wifi");
httpConnection = (HttpConnection) Connector.open(url);
rc = httpConnection.getResponseCode();
// System.out.println("===============================");
Dialog.alert("beore if condition");
if (rc == HttpConnection.HTTP_OK) {
System.out.println(" ============= IN FUNCTION. . . . .");
httpInput = httpConnection.openInputStream();
InputStream inp = httpInput;
byte[] b = IOUtilities.streamToBytes(inp);
EncodedImage hai = EncodedImage.createEncodedImage(b, 0,
b.length);
bitmp = hai.getBitmap();
} else {
throw new IOException("HTTP response code: " + rc);
}
} catch (Exception ex) {
System.out.println("URL Bitmap Error........" + ex.getMessage());
} finally {
try {
if (httpInput != null)
httpInput.close();
if (httpDataOutput != null)
httpDataOutput.close();
if (httpConnection != null)
httpConnection.close();
} catch (Exception e) {
e.printStackTrace();
}
}
return bitmp;
}
}
Dont know where i am wrong. Please can any budy help me for the same.
Several problems with your code:
The BitmapLazyLoader class looks like a consumer. It holds a Thread reference. This alone is very confusing, since Runnables are intended to be passed to a Thread constructor, but Runnables should not know about the thread for the sake of encapsulation. Letting this apart, this class attempts to spawn a thread only once, but as you are creating an instance of Runnable each time a row is drawn, you'll end up spawning a considerable number of threads. This will probably end in a TooManyThreadsException being thrown as in BlackBerry the max number of threads is limited to 16 per app. Even if you don reach the limit, performance will degrade as BlackBerries, which sport a single core CPU, you shouldn't have more than 2-3 threads running at the same time. EVEN if you could spawn infinite threads, in BlackBerry you can only have X connections opened at the same time (I think X is 5 for the whole OS, not sure about this). So first of all modify the code to ensure only a single worker thread is downloading images. (and if possible, extract the thread instantiation and launch out of the Runnable class).
When the bitmap is downloaded, you are not doing anything with it. Look at the ImageDownloadCompleted method, it is empty. (BTW, the convention for methods is to start with lowercase) So you should store the bitmap somewhere and call invalidate on your list, which in turn will paint the stored bitmaps.
Hope it helps.
You can try using this link :
http://www.coderholic.com/blackberry-webbitmapfield/
You have to create a separate class named as WebBitmapField as suggested in above link.
How to use that class in your list field image objects:
For every image url create WebBitmapField object
photoList_vector is the vector through which populate elements in
list field
WebBitmapField web = new WebBitmapField("http://www.image1.png");
photoList_vector.addElement(web);
web = new WebBitmapField("http://www.image2.png");
photoList_vector.addElement(web);
Now use this vector to work on your list field......
In the above lines we try to ensure that when we simultaneously send multiple requests to get the images then each image corresponds to a particular WebBitmapField Object.
Each object is then added to vector so that it can be added to the list field.
Each url send is tied to an object of WebBitmapField.
So though request is send in a separate thread it gets tied to its associated object only
Hope it helps
:)
I have worked on this problem, earlier, and I am posting my technique here, though its not ideal solution, as it was coupled very much with Screen class, but still might be helpful.
First in your screen class have one array for bitmaps having size equal to list field items.
public class TempScreen extends MainScreen{
Bitmap[] images=null;
String[] urls={"image1_url", "image2_url".....};
public TempScreen()
{
images=new Bitmap[urls.length];
}
now in drawListRow method of ListFieldCallBack, check for the following:
public void drawListRow(ListField list, Graphics g, int index, int y, int width){
if(bitmap[index]==null)
{
//Load placeholder image
}
else
//Load Bitmap
}
Now create a thread class to download the images:
public class ImageDownloader implements Runnable
{
public void run()
{
for(int i=0; i<size;i++)
{
if(images[i]==null)
{
images[i]=downloadImage(url[i]);//replace downloadImage method to whatever method you have to download the bitmap from url
UiApplication.getUiApplication().invokeLater(new Runnable(){
public void run()
{
list.invalidate()
}
});
}
}
}
}
Now in constructor of the screen class, after setting callback to listfield, start thread:
Thread downloader=new Thread(new ImageDownloader());
downloader.start();
Edit: Change TempScreen constructor to following:
public TempScreen()
{
images=new Bitmap[urls.length];
size = urls.length;
mylist = new ListField();
mylist.setCallback(this);
mylist.setSize(4);
mylist.setRowHeight(getFont().getHeight() * 3);
add(mylist);
Thread downloader=new Thread(new ImageDownloader());
downloader.start();
}

Custom XNA Game loop in Windows

I'm trying to figure out how to manage the whole game loop manually in a Windows game, without using the regular Game Microsoft.Xna.Framework.Game class.
The reason for this is using the regular Game class causes some stuttering in my game. Not much, but because of the specific nature of the game it is still quite visible.
After trying a bunch of different settings (vsync, fixedtimestep, various framerates etc.) I decided to try write my own Game class to have full control of the timing. I am not sure that will fix it, but at least this way I have full control.
Basically I need to:
Set up the game window
In a loop: Do all rendering as usual, and then flush the result to the screen, manage backbuffers etc.
Anyone knows how to do this? It sounds quite easy in fact, but could not find any documentation on how to do it.
Not sure what I am doing wrong, but I have the following code (just for testing, timing will be handled differently), and the loop will run for a little while then stop. Once I pass my mousepointer over the window the loop will run for a little while again.
private void Application_Idle(object pSender, EventArgs pEventArgs)
{
Thread.Sleep(500);
//Message message;
//while (!PeekMessage(out message, IntPtr.Zero, 0, 0, 0))
{
gametime.update();
Update(gametime);
Draw(gametime);
GraphicsDevice.Present();
}
}
If enabling the "while PeekMessage", the loop will run continuously, but ignoring the sleep and also stopping when the mouse is moving over the window. Not sure what is going on here...
I think optimally I would just want to do something simple like this in the main render loop:
while (alive)
{
Thread.Sleep(100);
gametime.update();
Update(gametime);
Draw(gametime);
GraphicsDevice.Present();
}
But in this case the window remains blank, as it seems the window is not actually being redrawn with the new content. I tried a form.Refresh(), but still no go... Any ideas?
(added xbox information)
for windows you Basically need to create a Form and Show it, then store its handle and the form itself.
Using this handle you can create a GraphicsDevice.
Then you hook Application.Idle to your own function that calls your update and render.
For example
public class MyGame
{
public Form form;
public GraphicsDevice GraphicsDevice;
public MyGame()
{
form = new Form();
form.ClientSize = new Size(1280, 1024);
form.MainMenuStrip = null;
form.Show();
}
public void Run()
{
PresentationParameters pp = new PresentationParameters();
pp.DeviceWindowHandle = form.Handle;
pp.BackBufferFormat = SurfaceFormat.Color;
pp.BackBufferWidth = 1280;
pp.BackBufferHeight = 1024;
pp.RenderTargetUsage = RenderTargetUsage.DiscardContents;
pp.IsFullScreen = false;
pp.MultiSampleCount = 16;
pp.DepthStencilFormat = DepthFormat.Depth24Stencil8;
GraphicsDevice = new GraphicsDevice(GraphicsAdapter.DefaultAdapter,
GraphicsProfile.HiDef,
pp);
Application.Idle += new EventHandler(Application_Idle);
Application.Run(form);
}
private void Application_Idle(object pSender, EventArgs pEventArgs)
{
Message message;
while (!PeekMessage(out message, IntPtr.Zero, 0, 0, 0))
{
/* Your logic goes here
Custom timing and so on
Update();
Render();
*/
}
}
void Render()
{
GraphicsDevice.Clear(ClearOptions.DepthBuffer | ClearOptions.Target, Color.Black, 1, 0);
//Your logic here.
GraphicsDevice.Present();
}
[StructLayout(LayoutKind.Sequential)]
private struct Message
{
public IntPtr hWnd;
public int msg;
public IntPtr wParam;
public IntPtr lParam;
public uint time;
public Point p;
}
[return: MarshalAs(UnmanagedType.Bool)]
[SuppressUnmanagedCodeSecurity, DllImport("user32.dll", CharSet = CharSet.Auto)]
private static extern bool PeekMessage(out Message msg, IntPtr hWnd, uint
messageFilterMin, uint messageFilterMax, uint flags);
}
EDIT 1
For xbox you may just be able to place your own custom run function with your game loop in a throttled while true loop. Inside that run outside the top of the while true you will probably have to do the graphics device initialization and verification with IntPtr.Zero as your handle
EDIT 2
i use something like this ( got from http://www.koonsolo.com/news/dewitters-gameloop/ )
private long nextGameTick;
private Stopwatch stopwatch;
const int ticksPerSecond = 60;
const int skipTicks = 1000 / ticksPerSecond;
private const int maxSkip = 10;
`constructor
stopwatch = Stopwatch.StartNew();
nextGameTick = stopwatch.ElapsedMilliseconds;
`loop
int loops = 0;
long currentTick = stopwatch.ElapsedMilliseconds;
while ( (ulong)(currentTick - nextGameTick) > skipTicks && loops < maxSkip)
{
Update(16.667f);
nextGameTick += skipTicks;
loops++;
}
PreRender();
Render();
PostRender();
EDIT 3
Creating a content manager was a little more work, but still managable. You need to create a class that implements IServiceProvider. This class takes a GraphicsDevice in its constructor in order to create the next class the implements IGraphicsDeviceProvider. in addition I implement GetService like this
//in implementer of IServiceProvider
public object GetService ( Type serviceType )
{
if ( serviceType == typeof ( IGraphicsDeviceService ) )
{
return myGraphicsService;
}
return null;
}
For convenience i also add a method to the class to create and return managers
//in implementer of IServiceProvider
public ContentManager CreateContentManager( string sPath )
{
ContentManager content = new ContentManager(this);
content.RootDirectory = sPath;
return content;
}
In addition i create a class that implements IGraphicsDeviceService and takes a reference to my GraphicsDevice. then I create a property and field in it like so
//in implementer of IGraphicsDeviceService
private GraphicsDevice graphicsDevice;
public GraphicsDevice GraphicsDevice
{
get
{
return graphicsDevice;
}
}
So the call ends up being somehting like
MyServiceProvider m = new MyServiceProvider(graphicsDevice);
ContentManager content = m.CreateContentManager("Content");
where
MyServiceProvider(GraphicsDevice graphicsDevice)
{
myGraphicsService = new MyGraphicsDeviceService(graphicsDevice);
}
MyGraphicsDeviceService(GraphicsDevice gfxDevice)
{
graphicsDevice = gfxDevice;
}
-Sorry for fragmenting the code around but its not something i wrote too recently so im having difficulty remembering parts.
EDIT 4
i had an odd case with my custom game i just remembered when i new the Form for it i
had to bind
private void IgnoreAlt(object pSender, KeyEventArgs pEventArgs)
{
if (pEventArgs.Alt && pEventArgs.KeyCode != Keys.F4)
pEventArgs.Handled = true;
}
to
form.KeyUp += IgnoreAlt;
form.KeyDown += IgnoreAlt;
otherwise i got some horrible stalls.

progress bar for http request - Blackberry

in my project i am using popupscreen with GaugeField for http request.Currently we are just incrementing the value of gaugefield with fixed rate and after http response we just remove the popupscreen. so some times http request is completed when gauge field is in 40% or 60%.
But i want to synchronize gaugefield value with http request/responses. it means that popupscreen will always remove at 100%.
I don't have the code in front of me, but I something similar in a project several years ago.
I wrote a subclass of InputStream that wrapped around the InputStream object I got back from openInputStream(), reimplementing all the read() methods so they would increment a counter with the number of bytes read. Whenever the counter reached a certain threshold, it would update a GaugeField object that was passed into the subclass's constructor.
So your subclass would look something like this:
public GaugedInputStream extends InputStream
{
private InputStream _inputStream = null;
private GaugeField _gaugeField = null;
private int _counter = 0;
private int _threshold = 0;
public void GaugedInputStream(InputStream inputStream, GaugeField gaugeField)
{
_inputStream = inputStream;
_gaugeField = gaugeField;
... other constructor stuff ...
}
public int read()
{
int byte = _inputStream.read();
increment(1);
return byte;
}
public int read(byte[] b)
{
int bytes = _inputStream.read(b);
increment(bytes);
return bytes;
}
public int read(byte[] b, int off, int len)
{
int bytes = _inputStream.read(b, off, len);
increment(bytes);
return bytes;
}
... override other InputStream methods here ...
private void increment(int bytes)
{
_counter = _counter + bytes;
_threshold = _threshold + bytes;
updateGaugeIfNeeded();
}
private void updateGaugeIfNeeded()
{
if (_threshold > 100)
{
updateGauge();
_threshold = 0;
}
}
private void updateGauge()
{
... code to update the gauge ...
}
}
I'm leaving out a lot of the guts here, but I hope this sets you in the right direction.

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