mirror of
https://github.com/YusufB5/ASCILINE.git
synced 2026-06-17 22:35:13 +02:00
Implement pre-rendering buffer and background encoder thread
Overhauled the backend streaming loop in `stream_server.py` to use a threading queue for asynchronous frame encoding. This decouples heavy OpenCV work from the streaming loop, enabling smoother, high-framerate playback. Updated `app.js` to buffer ~5 seconds of video stream natively before rendering, mitigating any frame drops from latency or encoder spikes.
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2 changed files with 152 additions and 86 deletions
71
app.js
71
app.js
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@ -19,7 +19,8 @@ const volumeSlider = document.getElementById('volume-slider');
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let state = 'IDLE'; // IDLE | PLAYING | PAUSED
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let ws = null;
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const frameBuffer = [];
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const BUFFER_SIZE = 2; // Reduced buffer size for lower latency
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const TARGET_PRE_RENDER_SECONDS = 5; // 5 seconds of pre-rendering
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let PRE_RENDER_BUFFER_SIZE = 150; // calculated as targetFps * 5
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let codecDecoder = null; // Adaptive codec decoder (codec.js)
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let targetFps = 24;
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let frameInterval = 1000 / targetFps;
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@ -185,42 +186,74 @@ function connectWebSocket() {
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codecDecoder = null;
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}
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// ── AUDIO READY GATE ──
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// Buffer video frames but don't render until audio is ready.
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// This prevents the 0.5s initial stutter.
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PRE_RENDER_BUFFER_SIZE = Math.ceil(targetFps * TARGET_PRE_RENDER_SECONDS);
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// ── PRE-RENDER / AUDIO READY GATE ──
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// Buffer video frames for TARGET_PRE_RENDER_SECONDS before rendering
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// to guarantee smooth streaming.
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readyToRender = false;
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state = 'PLAYING';
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state = 'BUFFERING';
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statusEl.textContent = `Pre-rendering... 0%`;
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const beginRendering = () => {
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state = 'PLAYING';
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readyToRender = true;
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streamStartTime = performance.now();
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streamStartTime = performance.now() - (frameBuffer[0]?.time * 1000 || 0); // sync start to first buffered frame
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lastRenderTime = performance.now();
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lastFpsUpdate = lastRenderTime;
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requestAnimationFrame(renderFrame);
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};
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let audioReady = false;
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if (audioEl) {
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audioEl.pause();
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const qs = currentQueueIndex !== null ? `?v=${currentQueueIndex}&` : '?';
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audioEl.src = `/audio${qs}t=${Date.now()}`;
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audioEl.volume = volumeSlider ? volumeSlider.value : 1.0;
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audioEl.load();
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audioEl.play().catch(() => {});
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// Wait for audio to actually start playing
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const tryStart = () => {
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if (audioReady && frameBuffer.length >= PRE_RENDER_BUFFER_SIZE && state === 'BUFFERING') {
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audioEl.play().catch(() => {});
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beginRendering();
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}
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};
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if (audioEl.readyState >= 3) {
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beginRendering();
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audioReady = true;
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tryStart();
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} else {
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audioEl.addEventListener('playing', beginRendering, { once: true });
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// Fallback: if audio fails to load (vol=0 / 204), start after 500ms
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audioEl.addEventListener('canplay', () => {
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audioReady = true;
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tryStart();
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}, { once: true });
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// Fallback: if audio fails to load (vol=0 / 204), mark as ready after 500ms
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setTimeout(() => {
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if (!readyToRender) beginRendering();
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audioReady = true;
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tryStart();
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}, 500);
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}
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} else {
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// No audio element at all → start immediately
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beginRendering();
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audioReady = true;
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}
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// Interval to check if pre-rendering is complete
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const bufferCheckInterval = setInterval(() => {
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if (state !== 'BUFFERING') {
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clearInterval(bufferCheckInterval);
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return;
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}
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const percent = Math.min(100, Math.round((frameBuffer.length / PRE_RENDER_BUFFER_SIZE) * 100));
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statusEl.textContent = `Pre-rendering... ${percent}%`;
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if (audioReady && frameBuffer.length >= PRE_RENDER_BUFFER_SIZE) {
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clearInterval(bufferCheckInterval);
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beginRendering();
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}
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}, 50);
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return;
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}
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@ -249,10 +282,11 @@ function connectWebSocket() {
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}
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}
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while (frameBuffer.length > BUFFER_SIZE * 3) frameBuffer.shift();
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// Cap max buffer to 2x our pre-render requirement to prevent memory leaks
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while (frameBuffer.length > PRE_RENDER_BUFFER_SIZE * 2) frameBuffer.shift();
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};
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ws.onopen = () => { statusEl.textContent = 'Buffering...'; };
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ws.onopen = () => { statusEl.textContent = 'Connecting...'; };
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ws.onclose = () => {
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if (state === 'PLAYING' || state === 'PAUSED') {
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@ -289,13 +323,12 @@ function renderFrame(now) {
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if (frameBuffer.length === 0) return;
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// A/V Sync: Drop frames that are too far behind the master clock (catch up)
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// Made more aggressive for lower latency live playback
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while (frameBuffer.length > 1 && frameBuffer[0].time < masterClock - 0.05) {
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while (frameBuffer.length > 1 && frameBuffer[0].time < masterClock - 0.1) {
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frameBuffer.shift();
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}
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// A/V Sync: Wait if the frame is in the future
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if (frameBuffer[0].time > masterClock + 0.02) {
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if (frameBuffer[0].time > masterClock + 0.05) {
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return;
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}
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167
stream_server.py
167
stream_server.py
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@ -15,6 +15,8 @@ import subprocess
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import json
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import numpy as np
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import cv2
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import queue
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import threading
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from fastapi import FastAPI, WebSocket, WebSocketDisconnect
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from fastapi.responses import HTMLResponse, StreamingResponse, FileResponse
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from fastapi.staticfiles import StaticFiles
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@ -386,81 +388,111 @@ async def websocket_endpoint(websocket: WebSocket):
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bw_raw_bytes = 0
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debug_mode = getattr(app.state, "debug", False)
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frame_index = 0
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prev_frame = None # previous framebuffer snapshot for delta coding
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# Pre-allocate send buffer WITH header space to avoid per-frame concat
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if pixel_mode:
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# Zero-Copy Pixel: 4-byte header + raw BGR (3 bytes per pixel)
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pixel_send_buf = bytearray(4 + rows * cols * 3)
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elif render_mode > 1:
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# ASCII Color: 4-byte header + [char,R,G,B] per pixel
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ascii_send_buf = bytearray(4 + rows * cols * 4)
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# ── ASYNC PRE-ENCODING BUFFER THREAD ──
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# We encode frames ahead of time into a thread-safe queue.
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# This allows the Python event loop to stream asynchronously without being blocked by OpenCV.
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# We buffer up to 150 frames.
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frame_queue = queue.Queue(maxsize=150)
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encode_thread_active = True
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raw_frame_num = 0
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try:
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while True:
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# ── FPS DECIMATION via grab() ──
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# For 60→30 fps: grab (skip) 1 frame, then decode 1 frame.
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# grab() is ~10x faster than read() because it skips decoding.
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for _ in range(skip_n - 1):
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if not decoder.grab():
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break # EOF reached during skip
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def encode_loop():
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nonlocal decoder
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prev_frame = None # previous framebuffer snapshot for delta coding
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try:
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gray_frame, bgr_frame = next(decoder)
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except StopIteration:
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break
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# Pre-allocate send buffer WITH header space to avoid per-frame concat
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if pixel_mode:
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# Zero-Copy Pixel: 4-byte header + raw BGR (3 bytes per pixel)
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pixel_send_buf = bytearray(4 + rows * cols * 3)
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elif render_mode > 1:
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# ASCII Color: 4-byte header + [char,R,G,B] per pixel
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ascii_send_buf = bytearray(4 + rows * cols * 4)
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if pixel_mode:
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# ── PIXEL MODE: raw BGR (3 bytes/cell) ──
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raw_size = 4 + rows * cols * 3
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if adaptive:
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msg, prev_frame = encode_frame(
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np.ascontiguousarray(bgr_frame),
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prev_frame, frame_index, tolerance=tolerance)
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await websocket.send_bytes(msg)
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bw_bytes_sent += len(msg)
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bw_raw_bytes += raw_size
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else:
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# ── ZERO-COPY PIXEL MODE (legacy) ──
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struct.pack_into(">I", pixel_send_buf, 0, frame_index)
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pixel_send_buf[4:] = bgr_frame.tobytes()
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await websocket.send_bytes(bytes(pixel_send_buf))
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bw_bytes_sent += len(pixel_send_buf)
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bw_raw_bytes += len(pixel_send_buf)
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else:
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indices = np.floor_divide(gray_frame, max(1, 256 // mapper._n))
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np.clip(indices, 0, mapper._n - 1, out=indices)
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enc_frame_index = 0
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try:
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while encode_thread_active:
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# ── FPS DECIMATION via grab() ──
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# For 60→30 fps: grab (skip) 1 frame, then decode 1 frame.
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# grab() is ~10x faster than read() because it skips decoding.
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for _ in range(skip_n - 1):
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if not decoder.grab():
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break # EOF reached during skip
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if render_mode == 1:
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char_matrix = mapper._lut[indices]
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lines = [''.join(row) for row in char_matrix]
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payload = f"{frame_index}\n" + '\n'.join(lines)
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await websocket.send_text(payload)
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payload_size = len(payload.encode('utf-8'))
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bw_bytes_sent += payload_size
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bw_raw_bytes += payload_size
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else:
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char_codes = char_byte_lut[indices]
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rgb = bgr_frame[:, :, ::-1]
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if qb > 0:
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rgb = (rgb >> qb) << qb
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frame_buf[:, :, 0] = char_codes
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frame_buf[:, :, 1:] = rgb
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raw_size = 4 + rows * cols * 4
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try:
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gray_frame, bgr_frame = next(decoder)
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except StopIteration:
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frame_queue.put((None, None, None)) # EOF marker
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break
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if pixel_mode:
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# ── PIXEL MODE: raw BGR (3 bytes/cell) ──
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raw_size = 4 + rows * cols * 3
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if adaptive:
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msg, prev_frame = encode_frame(
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frame_buf, prev_frame, frame_index,
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tolerance=tolerance)
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await websocket.send_bytes(msg)
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bw_bytes_sent += len(msg)
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bw_raw_bytes += raw_size
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np.ascontiguousarray(bgr_frame),
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prev_frame, enc_frame_index, tolerance=tolerance)
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frame_queue.put((msg, raw_size, True)) # (data, raw_size, is_binary)
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else:
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struct.pack_into(">I", ascii_send_buf, 0, frame_index)
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ascii_send_buf[4:] = frame_buf.tobytes()
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await websocket.send_bytes(bytes(ascii_send_buf))
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bw_bytes_sent += len(ascii_send_buf)
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bw_raw_bytes += len(ascii_send_buf)
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# ── ZERO-COPY PIXEL MODE (legacy) ──
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struct.pack_into(">I", pixel_send_buf, 0, enc_frame_index)
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pixel_send_buf[4:] = bgr_frame.tobytes()
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frame_queue.put((bytes(pixel_send_buf), raw_size, True))
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else:
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indices = np.floor_divide(gray_frame, max(1, 256 // mapper._n))
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np.clip(indices, 0, mapper._n - 1, out=indices)
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if render_mode == 1:
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char_matrix = mapper._lut[indices]
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lines = [''.join(row) for row in char_matrix]
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payload = f"{enc_frame_index}\n" + '\n'.join(lines)
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payload_size = len(payload.encode('utf-8'))
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frame_queue.put((payload, payload_size, False))
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else:
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char_codes = char_byte_lut[indices]
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rgb = bgr_frame[:, :, ::-1]
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if qb > 0:
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rgb = (rgb >> qb) << qb
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frame_buf[:, :, 0] = char_codes
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frame_buf[:, :, 1:] = rgb
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raw_size = 4 + rows * cols * 4
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if adaptive:
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msg, prev_frame = encode_frame(
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frame_buf, prev_frame, enc_frame_index,
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tolerance=tolerance)
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frame_queue.put((msg, raw_size, True))
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else:
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struct.pack_into(">I", ascii_send_buf, 0, enc_frame_index)
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ascii_send_buf[4:] = frame_buf.tobytes()
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frame_queue.put((bytes(ascii_send_buf), raw_size, True))
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enc_frame_index += 1
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except Exception as e:
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print(f"Encode thread error: {e}")
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frame_queue.put((None, None, None))
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encoder_thread = threading.Thread(target=encode_loop, daemon=True)
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encoder_thread.start()
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try:
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while True:
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# Non-blocking get to yield back to event loop if queue is empty
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try:
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data, raw_size, is_binary = frame_queue.get_nowait()
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except queue.Empty:
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await asyncio.sleep(0.001)
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continue
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if data is None:
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break # EOF marker
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if is_binary:
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await websocket.send_bytes(data)
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bw_bytes_sent += len(data)
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bw_raw_bytes += raw_size
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else:
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await websocket.send_text(data)
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bw_bytes_sent += len(data.encode('utf-8'))
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bw_raw_bytes += raw_size
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current_time = time.time()
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if debug_mode and current_time - bw_start_time >= 1.0:
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@ -483,6 +515,7 @@ async def websocket_endpoint(websocket: WebSocket):
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frame_index += 1
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finally:
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encode_thread_active = False
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decoder.release()
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# Video finished → advance queue
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