发送优化方面,主要就是调整live555的缓冲区大小和每次发送的数据大小,众所周知,流媒体发送的是各种大小的音视频数据,而这些数据大的几百k,小的就几个字节,如果每一个零散的数据都要走一遍发送循环,对于live555这种单线程的架构来说,性能吃紧,所以做了几点调整:
MediaSink.cpp
114行:
unsigned OutPacketBuffer::maxSize = 30000;
StreamParser.cp
宏定义:
#define BANK_SIZE 150000,改为2400000;
MultiFramedRTPSink.cpp
47行:
setPacketSizes(1000, 8192);
RTPInterface.cpp
129行:
increaseSendBufferTo(envir(), fGS->socketNum(), 512*1024);
//数据累积发送,不再单独发送
//注释掉332行,修改为以下:
//if (!sendDataOverTCP(socketNum, framingHeader, 4, False)) break;
//if (!sendDataOverTCP(socketNum, packet, packetSize, True)) break;
struct iovec iov[2];
iov[0].iov_base = framingHeader;
iov[0].iov_len = 4;
iov[1].iov_base = packet;
iov[1].iov_len = packetSize;
writev(socketNum, iov, 2);
MultiFramedRTPSink.cpp
402 行
//当前的数据缓冲区如果没有发送完成,就继续发送,不再走一遍live555的eventloop流程,提高效率!
#if 0
// We have more frames left to send. Figure out when the next frame
// is due to start playing, then make sure that we wait this long before
// sending the next packet.
struct timeval timeNow;
gettimeofday(&timeNow, NULL);
int secsDiff = fNextSendTime.tv_sec - timeNow.tv_sec;
int64_t uSecondsToGo = secsDiff*1000000 + (fNextSendTime.tv_usec - timeNow.tv_usec);
if (uSecondsToGo < 0 || secsDiff < 0) { // sanity check: Make sure that the time-to-delay is non-negative:
uSecondsToGo = 0;
}
if (uSecondsToGo > 0)
printf("uSecondsToGo: %d\n", uSecondsToGo);
// Delay this amount of time:
nextTask() = envir().taskScheduler().scheduleDelayedTask(uSecondsToGo, (TaskFunc*)sendNext, this);
#else
sendNext(this);
#endif
这样几点修改,大大提升了 live555 在网络数据发送方面的性能