/// <summary>
 /// Constructs a new SDPSender object
 /// </summary>
 /// <param name="stream_task">
 /// The streaming task that can be used to add clients to the RTP server
 /// </param>
 public SdpSender(RTPStreamAsyncHandler stream_task)
 {
     Debug.Log("Start listener");
     server_ = new TcpListener(IPAddress.Any, SERVER_PORT);
     server_.Start();
     stream_task_ = stream_task;
 }
Exemple #2
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    /// <summary>
    /// Creates all the underlying components
    /// </summary>
    void Start()
    {
        cam_ = GetComponent <Camera>();

        cubemap_left_           = new RenderTexture(DIM, DIM, 24, RenderTextureFormat.ARGB32);
        cubemap_left_.dimension = TextureDimension.Cube;
        equirect_ = new RenderTexture(DIM, DIM, 24, RenderTextureFormat.ARGB32);

        // The encode task handles sending frames to the rtp stream in a semi-async fashion
        // codec_type 0 => H264
        // codec_type 1 => H265
        stream_task_ = new Server.RTPStreamAsyncHandler(FRAMERATE, DIM, DIM, "ultrafast", /* codec type */ 0);
        if (stream_task_ == null)
        {
            Debug.LogError("ERROR failed to create streaming task");
        }

        // Async GPU callbacks prevent the CPU from being stalled when GPU tasks
        // are running. The performance is significantly better on machines
        // that support this functionality
        supports_async_gpu_ = UnityEngine.SystemInfo.supportsAsyncGPUReadback;
        if (!supports_async_gpu_)
        {
            texture_ = new Texture2D(DIM, DIM, TextureFormat.ARGB32, false);
            UnityEngine.Debug.LogWarning(
                "Device does not support asynchronous GPU Callbacks in Unity. " +
                "Performance will suffer as a result.");
        }

        // Start a TCP server that serves SDP files to clients that want to
        // connect to the RTP stream
        sdp_server_ = new Server.SdpSender(stream_task_);
        Task.Run(() => AcceptRequests());
    }