NODE.JS 和 html5 的低延迟 (50ms) 视频流

Low Latency (50ms) Video Streaming with NODE.JS and html5

OBJECTIVE:

我正在构建一个 FPV 机器人,我想通过本地 wi-fi 连接使用网络浏览器来控制它。

我正在使用 raspberry pi 3B+ 和 Raspbian 拉伸。我构建了自己的电机控制和功率调节器帽子。

经过大量研究测试,我决定使用 node.JS 作为 http 服务器,并使用 socket.io 来提供与我的机器人的低延迟双向通信。该堆栈实现了大约 7 毫秒的延迟。

Picture of the robot

问题:

我需要将低延迟视频从连接到 RPI 的 USB 摄像头流式传输到浏览器。我的目标是在 10FPS 下达到至少 640x480 的分辨率,延迟为 50ms 或更好。我很高兴牺牲视觉联邦度以获得我的机器人更快的响应。

如果可能的话,我想在 UDP 中进行流式传输以提高流的可靠性。

如果可能的话,我想流式传输现代网络浏览器可以本地解码的视频。我想使用 H264 编解码器和 HTML5 视频标签。 如果没有其他选择,我可以回退到使用 javascript 播放器。

我尝试了什么:

我进行了广泛的研究并尝试了很多工具。

其中,我尝试了 VLC、mjpg streamer、gstreamer 和 raspivid。有几次我访问了网络浏览器可以查看的流,但在 320x240 分辨率下最多只有 700 毫秒的延迟。离我的目标很远很远。

目前我正在研究 WebRTC 解决方案。

问题:

我想要 NODE.JS 包或其他解决方案的建议,以提供 UDP H264 视频流,该视频流可以由 HTML5 视频标签解码,目标延迟为 50 毫秒。

谢谢

更新:

感谢您的回答!我会不断更新这个问题,我会 post 解决方案一旦有效。

推送单个帧

我尝试了一种不同的方法,通过 websocket 推送单个 200KB 640x480 jpg 帧,我得到了大约 190 毫秒的延迟。通过重用对象,我可能会做得更好,但我暂时搁置了这一尝试。

更新2:

在研究 WebRTC 时,我发现了一个看起来很简单的堆栈。 服务器端它使用V4L2作为驱动程序,FFMPEG在本地转码为带有TS封装的MPEG1 http流,节点js将流翻转为websocket。 客户端有一个 javascript 解码 MPEG1 TS 流并将 canvas 对象绘制到 HTML 页面。

它以 240 毫秒的延迟实现了 640x480@20FPS。 对于 MVP 来说已经足够好了,但我会继续努力让它下降。 答案中的代码。

I’d like suggestions for NODE.JS packages or other solutions to provide a UDP H264 video stream that can be decoded by an HTML5 video tag with a target latency of 50ms.

在那种配置下,这几乎肯定是不可能的。

如果您放弃视频标签要求,并在浏览器中直接使用 WebRTC,您可能会减少到大约 150 毫秒。

我改编了此处的代码并将其与 http 服务器和 socket.io 控件集成: https://github.com/phoboslab/jsmpeg

服务器:

V4L2 -> FFMPEG (MPEG1 TS) -> NODE HTTP 服务器 -> NODE Websocket 广播

客户:

Websocket -> Javascript(解码 MPEG1 TS 并绘制为 html canvas) -> Html Canvas

这个堆栈实现了 640x480@20FPS 和 240ms 的延迟。离我的目标还很远,但作为 MVP 已经足够好了。两个方向的控制都有7ms的延迟,非常优秀。

这个堆栈被转码和解码阶段阻碍了,RPI 变得非常热。通过 websocket 传输原始数据看起来不错,我将在未来分析每个步骤的延迟。

执行:

pi@MazeRunner:~ $ node node.js &
pi@MazeRunner:~ $ ffmpeg -f v4l2 -framerate 20 -video_size 640x480 -i /dev/video0 -f mpegts -codec:v mpeg1video -s 640x480 -b:v 600k -bf 0 http://localhost:8080/mystream

服务器端NODE.JS

//operating system library. Used to get local IP address
var os = require("os");
//file system library. Used to load file stored inside back end server (https://nodejs.org/api/fs.html)
var fs = require("fs");
//http system library. Handles basic html requests
var http = require("http").createServer(http_handler);
//url library. Used to process html url requests
var url = require("url");
//Websocket
var io = require("socket.io")(http);
//Websocket used to stream video
var websocket = require("ws");

//-----------------------------------------------------------------------------------
// CONFIGURATION
//-----------------------------------------------------------------------------------

//Port the server will listen to
var server_port = 8080;
var websocket_stream_port = 8082;
//Path of the http and css files for the http server
var file_index_name = "index.html";
var file_css_name = "style.css";
var file_jsplayer_name = "jsmpeg.min.js";
//Http and css files loaded into memory for fast access
var file_index;
var file_css;
var file_jsplayer;
//Name of the local video stream
var stream_name = "mystream";

//-----------------------------------------------------------------------------------
// DETECT SERVER OWN IP
//-----------------------------------------------------------------------------------

//If just one interface, store the server IP Here
var server_ip;
//Get local IP address of the server
//
var ifaces = os.networkInterfaces();

Object.keys(ifaces).forEach
(
 function (ifname)
 {
  var alias = 0;

  ifaces[ifname].forEach
  (
   function (iface)
   {
    if ('IPv4' !== iface.family || iface.internal !== false)
    {
      // skip over internal (i.e. 127.0.0.1) and non-ipv4 addresses
      return;
    }

    if (alias >= 1)
    {
     // this single interface has multiple ipv4 addresses
     console.log('INFO: Server interface ' +alias +' - ' + ifname + ':' + alias, iface.address);
    }
    else
    {
     server_ip = iface.address;
     // this interface has only one ipv4 adress
     console.log('INFO: Server interface - ' +ifname, iface.address);
    }
    ++alias;
   }
  );
 }
);

//-----------------------------------------------------------------------------------
// HTTP SERVER
//-----------------------------------------------------------------------------------
// Fetch and serves local files to client

//Create http server and listen to the given port
http.listen
(
 server_port,
 function( )
 {
  console.log('INFO: ' +server_ip +' listening to html requests on port ' +server_port);
  //Pre-load http, css and js files into memory to improve http request latency
  file_index = load_file( file_index_name );
  file_css = load_file( file_css_name );
  file_jsplayer = load_file( file_jsplayer_name );
 }
);

//-----------------------------------------------------------------------------------
// HTTP REQUESTS HANDLER
//-----------------------------------------------------------------------------------
// Answer to client http requests. Serve http, css and js files

function http_handler(req, res)
{
 //If client asks for root
 if (req.url == '/')
 {
  //Request main page
  res.writeHead( 200, {"Content-Type": detect_content(file_index_name),"Content-Length":file_index.length} );
  res.write(file_index);
  res.end();

  console.log("INFO: Serving file: " +req.url);
 }
 //If client asks for css file
 else if (req.url == ("/" +file_css_name))
 {
  //Request main page
  res.writeHead( 200, {"Content-Type": detect_content(file_css_name),"Content-Length" :file_css.length} );
  res.write(file_css);
  res.end();

  console.log("INFO: Serving file: " +req.url);
 }
 //If client asks for css file
 else if (req.url == ("/" +file_jsplayer_name))
 {
  //Request main page
  res.writeHead( 200, {"Content-Type": detect_content(file_jsplayer_name),"Content-Length" :file_jsplayer.length} );
  res.write(file_jsplayer);
  res.end();

  console.log("INFO: Serving file: " +req.url);
 }
 //Listening to the port the stream from ffmpeg will flow into
 else if (req.url = "/mystream")
 {
  res.connection.setTimeout(0);

  console.log( "Stream Connected: " +req.socket.remoteAddress + ":" +req.socket.remotePort );

  req.on
  (
   "data",
   function(data)
   {
    streaming_websocket.broadcast(data);
    /*
    if (req.socket.recording)
    {
     req.socket.recording.write(data);
    }
    */
    //console.log("broadcast: ", data.length);
   }
  );

  req.on
  (
   "end",
   function()
   {
    console.log("local stream has ended");
    if (req.socket.recording)
    {
     req.socket.recording.close();
    }
   }
  );

 }
 //If client asks for an unhandled path
 else
 {
  res.end();
  console.log("ERR: Invalid file request" +req.url);
 }
}

//-----------------------------------------------------------------------------------
// WEBSOCKET SERVER: CONTROL/FEEDBACK REQUESTS
//-----------------------------------------------------------------------------------
// Handle websocket connection to the client

io.on
(
 "connection",
 function (socket)
 {
  console.log("connecting...");

  socket.emit("welcome", { payload: "Server says hello" });

  //Periodically send the current server time to the client in string form
  setInterval
  (
   function()
   {
    socket.emit("server_time", { server_time: get_server_time() });
   },
   //Send every 333ms
   333
  );

  socket.on
  (
   "myclick",
   function (data)
   {
    timestamp_ms = get_timestamp_ms();
    socket.emit("profile_ping", { timestamp: timestamp_ms });
    console.log("button event: " +" client says: " +data.payload);
   }
  );

  //"ArrowLeft"
  socket.on
  (
   "keyboard",
   function (data)
   {
    timestamp_ms = get_timestamp_ms();
    socket.emit("profile_ping", { timestamp: timestamp_ms });
    console.log("keyboard event: " +" client says: " +data.payload);
   }
  );

  //profile packets from the client are answer that allows to compute roundway trip time
  socket.on
  (
   "profile_pong",
   function (data)
   {
    timestamp_ms_pong = get_timestamp_ms();
    timestamp_ms_ping = data.timestamp;
    console.log("Pong received. Round trip time[ms]: " +(timestamp_ms_pong -timestamp_ms_ping));
   }
  );
 }
);

//-----------------------------------------------------------------------------------
// WEBSOCKET SERVER: STREAMING VIDEO
//-----------------------------------------------------------------------------------

// Websocket Server
var streaming_websocket = new websocket.Server({port: websocket_stream_port, perMessageDeflate: false});

streaming_websocket.connectionCount = 0;

streaming_websocket.on
(
 "connection",
 function(socket, upgradeReq)
 {
  streaming_websocket.connectionCount++;
  console.log
  (
   'New websocket Connection: ',
   (upgradeReq || socket.upgradeReq).socket.remoteAddress,
   (upgradeReq || socket.upgradeReq).headers['user-agent'],
   '('+streaming_websocket.connectionCount+" total)"
  );

  socket.on
  (
   'close',
   function(code, message)
   {
    streaming_websocket.connectionCount--;
    console.log('Disconnected websocket ('+streaming_websocket.connectionCount+' total)');
   }
  );
 }
);

streaming_websocket.broadcast = function(data)
{
 streaming_websocket.clients.forEach
 (
  function each(client)
  {
   if (client.readyState === websocket.OPEN)
   {
    client.send(data);
   }
  }
 );
};


//-----------------------------------------------------------------------------------
// FUNCTIONS
//-----------------------------------------------------------------------------------

//-----------------------------------------------------------------------------------
// SERVER DATE&TIME
//-----------------------------------------------------------------------------------
// Get server time in string form

function get_server_time()
{
 my_date = new Date();

 return my_date.toUTCString();
}

//-----------------------------------------------------------------------------------
// TIMESTAMP
//-----------------------------------------------------------------------------------
// Profile performance in ms

function get_timestamp_ms()
{
 my_date = new Date();
 return 1000.0* my_date.getSeconds() +my_date.getMilliseconds()
}

//-----------------------------------------------------------------------------------
// FILE LOADER
//-----------------------------------------------------------------------------------
// Load files into memory for improved latency

function load_file( file_name )
{
 var file_tmp;
 var file_path =  __dirname +"/" +file_name;

 //HTML index file
 try
 {
  file_tmp = fs.readFileSync( file_path );
 }
 catch (err)
 {
  console.log("ERR: " +err.code +" failed to load: " +file_path);
  throw err;
 }

 console.log("INFO: " +file_path +" has been loaded into memory");

 return file_tmp;
}

//-----------------------------------------------------------------------------------
// CONTENT TYPE DETECTOR
//-----------------------------------------------------------------------------------
// Return the right content type to give correct information to the client browser

function detect_content( file_name )
{
 if (file_name.includes(".html"))
 {
        return "text/html";
 }
 else if (file_name.includes(".css"))
 {
  return "text/css";
 }
 else if (file_name.includes(".js"))
 {
  return "application/javascript";
 }
 else
 {
  throw "invalid extension";

 }
}

客户端html

<!DOCTYPE html>
<meta charset="utf-8"/>
<html>
 <head>
  <title>Maze Runner</title>
  <link rel="stylesheet" href="style.css">
  <script type="text/javascript" src="/socket.io/socket.io.js"></script>
  <script type="text/javascript">
   var host_ip = document.location.hostname;
   console.log("connecting to host: ", host_ip);

   //Get references to the html controls
   textbox_input1 = window.document.getElementById("my_text_box")

   //Connect to the server via websocket
   var mysocket = io("http://" +host_ip +":8080");
   //Long lived frame object
   var last_frame;

   //-----------------------------------------
   // CONNESSION ACKNOWLEDGE
   //-----------------------------------------
   // Link is initiated by the client
   // Server sends a welcome message when link is estabilished
   // Server could send an auth token to keep track of individual clients and login data

   mysocket.on
   (
    "welcome",
    (message) =>
    {
     console.log("Server websocket connession acknoweldged... " +message.payload);
    }
   )

   //-----------------------------------------
   // SERVER->CLIENT CONTROLS
   //-----------------------------------------
   // Server can send an async message to dinamically update the page without reloading
   // This is an example message with the server local date and time in string form

   mysocket.on
   (
    "server_time",
    (message) =>
    {
     fill_label( message.server_time );
     console.log("Server sent his local time... " +message.server_time);
    }
   )

   function fill_label( payload )
   {
    textbox_input1.value=payload;
   }

   //-----------------------------------------
   // CLIENT->SERVER CONTROLS
   //-----------------------------------------
   // Controls inside the webpage can emit async events to the server
   // In this example I have a push button and I catch keyboard strokes

   //Handler for a pushbutton
   function socket_button_handler()
   {
    mysocket.emit("myclick", { payload: "button was clicked" });
    console.log("Button was clicked...");
   }

   //Listen for keystrokes
   window.document.addEventListener
   (
    "keypress",
    function onEvent(event)
    {
     //Inform the server that a key has been pressed
     mysocket.emit("keyboard", { payload: event.key });
     console.log("Key press...");
    }
   );

   //-----------------------------------------
   // PING-PONG
   //-----------------------------------------
   // Server sends ping messages with a timestamp
   // Client answers with pongs to allow server to profile latency of the channel

   //profile messages means the server wants to compute roundway trip
   mysocket.on
   (
    "profile_ping",
    (message) =>
    {
     //Answer back with the received timestamp so that server can compute roundway trip
     mysocket.emit("profile_pong", { timestamp: message.timestamp });
     console.log( "server wants a pong. server absolute timestamp[ms]: " +message.timestamp );
    }
   );

  </script>
 </head>
 <body>

  <h1>Html+Css Server +low latency Websocket server</h1>
  <!-- button control with socket emitter as handler -->
  <p> This button will emit a websocket event. The server will be informed in real time of the event. </p>
  <button id="my_button" type="button" onclick="socket_button_handler()">Websocket Button!</button>

  <!-- input text control -->
  <p> This input can be filled through websockets directly by the server in real time </p>
  <input id="my_text_box" type="text" value="" size="40">

  <!-- canvas object, it's painted by the javascript video decoder -->
  <p> This canvas is painted by the javascript player and shows the live stream.'</p>
  <canvas id="video-canvas" width=640 height=480></canvas>

  <!-- Javascript video decoder, take in a data stream from a websocket and paint on a canvas -->
  <script type="text/javascript" src="jsmpeg.min.js"></script>
  <script type="text/javascript">
  var mycanvas = document.getElementById("video-canvas");
  var url = "ws://" + host_ip +":8082/";
  var player = new JSMpeg.Player(url, {canvas: mycanvas});
  </script>
 </body>
</html>

Javascript 玩家

你可以从这里获取我使用的 javascript 播放器: https://github.com/phoboslab/jsmpeg/blob/master/jsmpeg.min.js