利用websoket+video+canvas实现简易的web视频功能
今天就同事提出关于网页视频功能的实现问题,到家以后苦思冥想后决定根据自己的思路试验一下,果然简陋的视频功能就出炉了,如下代码如有勘误、写错的地方请指正,临时工代码也请各位看客见谅。
例子有很多不足,我是将image的base64l整个送到node然后派发给各个客户端,数据量有点大,希望这方面有人能指点我一下谢谢。
准备知识(注url不是官方的,是我写例子是看的)
1、w3c媒体相关api知识(https://developer.mozilla.org/zh-CN/docs/WebRTC/navigator.getUserMedia)
2、 canvas
3、安装nodejs及ws模块
4、了解基本的websocket的机制以及相关api(http://ued.sina.com.cn/?p=900)
大概思路:
1、根据浏览器相关的api获取媒体流,getUserMedia在各个浏览器api名字不一样,还有那些版本支持可以找相关文档
代码:
html代码:<video id="video"></video>
js代码:;(function($) { $.video = function(s) { var s = $.extend({ video: true, audio: true, goStream: goStream, noStream: noStream, callBack: null, videoId: 'video' }, s), video = $('#' + s.videoId), canvas = $('#' + s.canvasId), getUserMedia = (navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia); if(!getUserMedia) { alert('不支持'); return false; } function noStream(err) { if(err.PERMISSION_DENIED) { alert('用户拒绝了浏览器请求媒体的权限'); } else if(err.NOT_SUPPORTED_ERROR) { alert('constraint中指定的媒体类型不被支持'); } else if(err.MANDATORY_UNSATISFIED_ERROR) { alert('指定的媒体类型未接收到媒体流'); } console.log(err); } function goStream(stream) { video[0].src = URL.createObjectURL(stream); if(typeof s.callBack == 'function') { s.callBack(video[0]); } stream.oninactive = noStream; } getUserMedia.call(navigator, {video: s.video, audio: s.audio}, s.goStream, s.noStream); } })(jQuery);
$(function() {
$.video({callBack: function(video){
video.play();
});
});
经过上一步骤基本上网页上已经呈现出来您视频头所捕获的图像了
2、 让canvas绘制视频头捕捉的图像
var canvas = document.getElementById('canvas'); var ctx = canvas.getContext("2d"); $.video({callBack: function(video) { video.addEventListener('play', function(){ var $this = this; setInterval(function() { ctx.drawImage(video, 0, 0); var image = canvas.toDataURL("image/png");
//绘制到页面去代码略 }, 500); },false); video.play();
}});
经过上一步骤网页就会看到一个视频头步骤的头像,一个canvas动态绘制的图像
3、既然本地已经没有问题下,那么就让其他人跟我一起视频吧
在我最开始的时候我想着架php服务器,轮训的方式请求去推和拉下来一针一针的图片,但是每次请求和服务器要处理下来开销很大,所以替代的当然是现在比较流行的websocket
当然由于本人没了解过websocket所以也不能说websocket对于这个例子有什么优势。我只是听同事说这个比用笨重的服务器处理好,我就本着看看了解一下的态度,写了下面几行生硬的代码。
记得你要有node,如果你不会node一定要看(http://www.nodebeginner.org/index-zh-cn.html)
服务器端代码:
var http = require('http'); var app = http.createServer(function(req, res) { }).listen(8888); var WebSocketServer =require('ws').Server; var wss = new WebSocketServer( { server : app }); wss.on('connection', function(ws) { var clients = wss.clients, len = clients.length, i =0; for(; i< len; i++) { clients[i].send(JSON.stringify({'type':'system', 'msg': 'connection'})); } ws.on('message', function(data, flags) { var clients = wss.clients, len = clients.length, i =0; console.log(data); for(; i< len; i++) { clients[i].send(data); } }); ws.on('close', function(e) { if(e == 10001) { console.log('现有终端连接数:' + wss.clients.length); } console.log('colse'); }) });
客户端代码:
function get_uuid() { var uuid = ''; for (var i = 0; i < 32; i++) { uuid += Math.floor(Math.random() * 16).toString(16); } return uuid; } var uuid = get_uuid(); $(function() { var canvas = document.getElementById('canvas'); var ctx = canvas.getContext("2d"); var a = webSocketFuc(); $.video({callBack: function(video) { video.addEventListener('play', function(){ var $this = this; setInterval(function() { ctx.drawImage(video, 0, 0); var image = canvas.toDataURL("image/png"); a.send(JSON.stringify({type: 'image', uuid: uuid, msg: image, })); }, 500); },false); video.play(); }}); $(document).on('click','#send', function() { var msg = $('#test').val(); a.send(JSON.stringify({'type': 'chat', msg: msg})); }) }) function webSocketFuc() { var canvas = document.getElementById('canvas'); var ctx = canvas.getContext("2d"); var wsServer = 'ws://192.168.1.100:8888', wss = new WebSocket(wsServer); wss.binaryType = "arraybuffer"; wss.onopen = function() { console.log('open'); } wss.onclose = function() { console.log('close'); } /* 可以传送json和字符串还有二进制数据 */ wss.onmessage = function(ev) { //video.src = URL.createObjectURL(data); var json_arr = JSON.parse(ev.data); if(json_arr.type == 'image' ) { if(json_arr.uuid != uuid) { var image = new Image(); image.src = json_arr.msg; image.onload = function() { ctx.drawImage(image, 100, 83); } } } else { console.log(json_arr.msg); } } wss.onerror = function(err) { console.log(err); } return wss; }
基本上告一段落。
下面是全部代码:这里有一些我还没做完和一些其他想法,微困就咱不整理了,我就粘出来污染一下大家的眼睛吧
<!DOCTYPE html> <head> <title>视频测试</title> <meta charset="utf-8"> <script src="js/jquery.min.js"></script> </head> <body> <div>该例子 在支持html的video标签的前提下,还要支持Navigator.getUserMedia(标准,各个浏览器接口不同)前提下</div> <a href="https://developer.mozilla.org/en-US/docs/Web/API/Navigator.getUserMedia">MozillaAPI</a> <a href="http://mozilla.com.cn/post/45435/">参见例子</a> <br/> <video id="video"></video> <canvas id="canvas" width="500px" height="500px"></canvas> <input id="test"/> <button id="send">发送</button> <script> var title = 'memoryza'; ;(function($) { $.video = function(s) { var s = $.extend({ video: true, audio: true, goStream: goStream, noStream: noStream, callBack: null, videoId: 'video' }, s), video = $('#' + s.videoId), canvas = $('#' + s.canvasId), getUserMedia = (navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia); if(!getUserMedia) { alert('不支持'); return false; } function noStream(err) { if(err.PERMISSION_DENIED) { alert('用户拒绝了浏览器请求媒体的权限'); } else if(err.NOT_SUPPORTED_ERROR) { alert('constraint中指定的媒体类型不被支持'); } else if(err.MANDATORY_UNSATISFIED_ERROR) { alert('指定的媒体类型未接收到媒体流'); } console.log(err); } function goStream(stream) { video[0].src = URL.createObjectURL(stream); if(typeof s.callBack == 'function') { s.callBack(video[0]); } stream.oninactive = noStream; } getUserMedia.call(navigator, {video: s.video, audio: s.audio}, s.goStream, s.noStream); } })(jQuery); </script> <script> function get_uuid() { var uuid = ''; for (var i = 0; i < 32; i++) { uuid += Math.floor(Math.random() * 16).toString(16); } return uuid; } var uuid = get_uuid(); $(function() { var canvas = document.getElementById('canvas'); var ctx = canvas.getContext("2d"); var a = webSocketFuc(); $.video({callBack: function(video) { video.addEventListener('play', function(){ var $this = this; setInterval(function() { ctx.drawImage(video, 0, 0); var image = canvas.toDataURL("image/png"); a.send(JSON.stringify({type: 'image', uuid: uuid, msg: image, })); }, 500); },false); video.play(); }}); $(document).on('click','#send', function() { var msg = $('#test').val(); a.send(JSON.stringify({'type': 'chat', msg: msg})); }) }) </script> <script> function webSocketFuc() { var canvas = document.getElementById('canvas'); var ctx = canvas.getContext("2d"); var wsServer = 'ws://192.168.1.100:8888', wss = new WebSocket(wsServer); wss.binaryType = "arraybuffer"; wss.onopen = function() { console.log('open'); } wss.onclose = function() { console.log('close'); } /* 可以传送json和字符串还有二进制数据 */ wss.onmessage = function(ev) { //video.src = URL.createObjectURL(data); var json_arr = JSON.parse(ev.data); if(json_arr.type == 'image' ) { if(json_arr.uuid != uuid) { var image = new Image(); image.src = json_arr.msg; image.onload = function() { ctx.drawImage(image, 100, 83); } } } else { console.log(json_arr.msg); } } wss.onerror = function(err) { console.log(err); } return wss; } </script> </body> </html>
再改,文件传输协议、数据校验、二进制处理