I'm trying to stream a video feed form the Xbox Kinect from a client to a server. I got it working with TCP but I could only get about 5 fps so now I'm trying it with UDP. UDP should be faster because of how the protocol works but it seems to be slower. Here is my post about the TCP (http://stackoverflow.com/questions/9627242/c-sharp-streaming-video-over-networkstream-tcpclient)
I can send this all the data I want over my LAN but I start losing a lot of packets if I push them out too fast. That is why I am using the Thread.Sleep(20); Increasing the chuck size speeds it up a lot but I'm at my max for sending over my LAN and if I understand correctly the max chunk size for sending over the internet is about 1500 bytes. If I only sent 1500 bytes at a time this would go really slow. I must be doing something wrong.
Here is the code.
private const int constChunkSize = 38400;
protected UdpClient udpObject;
private void HandleComm()
{
byte[] fullMessage = new byte[1228800];
byte[] byteReceived;
int currentIndex = 0;
IPEndPoint remoteIPEndPoint = new IPEndPoint(ip, port);
while (true)
{
byteReceived = udpObject.Receive(ref remoteIPEndPoint);
if (currentIndex + byteReceived.Length > 1228800)
{
int wtf = 0;
}
Array.Copy(byteReceived, 0, fullMessage, currentIndex, byteReceived.Length);
currentIndex += byteReceived.Length;
//Console.WriteLine("Recieved: " + currentIndex);
if (currentIndex == 1228800)
{
if (OnDataReceived != null)
{
FrameReceivedArgs args = new FrameReceivedArgs();
args.frame = new byte[fullMessage.Length];
fullMessage.CopyTo(args.frame, 0);
OnDataReceived(this, args);
}
currentIndex = 0;
Console.WriteLine("Done receiving" + DateTime.Now.Ticks);
}
}
}
public void sendData(byte[] data)
{
sending = true;
sendThread = new Thread(sendDataThread);
sendThread.Priority = ThreadPriority.Highest;
sendThread.Start(data);
}
private void sendDataThread(object tempData)
{
byte[] data = (byte[]) tempData;
int totalBytes = data.Length;
int currentBytes = 0;
int bufferLength = constChunkSize;
byte[] sendBytes = new byte[constChunkSize];
while (currentBytes < totalBytes)
{
if (totalBytes - currentBytes < constChunkSize)
bufferLength = totalBytes - currentBytes;
Array.Copy(data, currentBytes, sendBytes, 0, bufferLength);
currentBytes += bufferLength;
udpObject.BeginSend(sendBytes, bufferLength, new AsyncCallback(sendingData), udpObject);
Thread.Sleep(20);
//Console.WriteLine("Sent: " + currentBytes);
}
Console.WriteLine("done sending" + DateTime.Now.Ticks);
sending = false;
}
private void sendingData(IAsyncResult ar)
{
udpObject.EndSend(ar);
}