fix/opt: 重构弹幕逻辑

改用map存储,将同属于100毫秒内的弹幕归入一个元素,无需再排序和二分比较取得,降低时间复杂度与播放时功耗;
分离PlDanmakuController与playerController的功能,避免代码耦合;
精简用于表示状态的变量与相关逻辑,修复播放完毕后因currentSegIndex永久增加而无法再显示弹幕的错误;
为PlDanmakuController添加dispose()。
This commit is contained in:
orz12
2023-12-24 02:48:51 +08:00
parent 085df03cf2
commit c7611e436f
2 changed files with 72 additions and 125 deletions

View File

@ -3,74 +3,57 @@ import 'package:pilipala/models/danmaku/dm.pb.dart';
import 'package:pilipala/plugin/pl_player/index.dart';
class PlDanmakuController {
PlDanmakuController(this.cid, this.playerController);
PlDanmakuController(this.cid);
final int cid;
final PlPlayerController playerController;
late Duration videoDuration;
// 按 6min 分段
int segCount = 0;
List<DmSegMobileReply> dmSegList = [];
Map<int,List<DanmakuElem>> dmSegMap = {};
// 已请求的段落标记
List<int> hasrequestSeg = [];
int currentSegIndex = 1;
int currentDmIndex = 0;
List<bool> requestedSeg = [];
void calcSegment() {
dmSegList.clear();
// 视频分段数
segCount = (videoDuration.inSeconds / (60 * 6)).ceil();
dmSegList = List<DmSegMobileReply>.generate(
segCount < 1 ? 1 : segCount, (index) => DmSegMobileReply());
// 当前分段
try {
currentSegIndex =
(playerController.position.value.inSeconds / (60 * 6)).ceil();
currentSegIndex = currentSegIndex < 1 ? 1 : currentSegIndex;
} catch (_) {}
bool get initiated => requestedSeg.isNotEmpty;
static int SEGMENT_LENGTH = 60 * 6 * 1000;
void initiate(int progress) {
if (requestedSeg.isEmpty) {
int segCount = (videoDuration.inSeconds / (60 * 6)).ceil();
requestedSeg = List<bool>.generate(segCount, (index) => false);
}
queryDanmaku(
calcSegment(progress)
);
}
Future<List<DmSegMobileReply>> queryDanmaku() async {
// dmSegList.clear();
void dispose() {
dmSegMap.clear();
requestedSeg.clear();
}
int calcSegment(int progress) {
return progress ~/ SEGMENT_LENGTH;
}
void queryDanmaku(int segmentIndex) async {
assert(requestedSeg[segmentIndex] == false);
requestedSeg[segmentIndex] = true;
DmSegMobileReply result =
await DanmakaHttp.queryDanmaku(cid: cid, segmentIndex: currentSegIndex);
await DanmakaHttp.queryDanmaku(cid: cid, segmentIndex: segmentIndex + 1);
if (result.elems.isNotEmpty) {
result.elems.sort((a, b) => (a.progress).compareTo(b.progress));
// dmSegList.add(result);
currentSegIndex = currentSegIndex < 1 ? 1 : currentSegIndex;
dmSegList[currentSegIndex - 1] = result;
for (var element in result.elems) {
int pos = element.progress ~/ 100;//每0.1秒存储一次
if (dmSegMap[pos] == null) {
dmSegMap[pos] = [];
}
dmSegMap[pos]!.add(element);
}
}
if (dmSegList.isNotEmpty) {
findClosestPositionIndex(playerController.position.value.inMilliseconds);
}
return dmSegList;
}
/// 查询当前最接近的弹幕
void findClosestPositionIndex(int position) {
int segIndex = (position / (6 * 60 * 1000)).ceil() - 1;
if (segIndex < 0) segIndex = 0;
List elems = dmSegList[segIndex].elems;
if (segIndex < dmSegList.length) {
int left = 0;
int right = elems.length;
while (left < right) {
int mid = (right + left) ~/ 2;
var midPosition = elems[mid].progress;
if (midPosition >= position) {
right = mid;
} else {
left = mid + 1;
}
}
currentSegIndex = segIndex;
currentDmIndex = right;
} else {
currentSegIndex = segIndex;
currentDmIndex = 0;
List<DanmakuElem>? getCurrentDanmaku(int progress) {
int segmentIndex = calcSegment(progress);
if (!requestedSeg[segmentIndex]) {
queryDanmaku(segmentIndex);
}
return dmSegMap[progress ~/ 100];
}
}

View File

@ -3,6 +3,7 @@ import 'package:flutter/material.dart';
import 'package:get/get.dart';
import 'package:hive/hive.dart';
import 'package:ns_danmaku/ns_danmaku.dart';
import 'package:pilipala/models/danmaku/dm.pb.dart';
import 'package:pilipala/pages/danmaku/index.dart';
import 'package:pilipala/plugin/pl_player/index.dart';
import 'package:pilipala/utils/danmaku.dart';
@ -27,7 +28,7 @@ class _PlDanmakuState extends State<PlDanmaku> {
late PlPlayerController playerController;
late PlDanmakuController _plDanmakuController;
DanmakuController? _controller;
bool danmuPlayStatus = true;
// bool danmuPlayStatus = true;
Box setting = GStrorage.setting;
late bool enableShowDanmaku;
late List blockTypes;
@ -35,6 +36,7 @@ class _PlDanmakuState extends State<PlDanmaku> {
late double opacityVal;
late double fontSizeVal;
late double danmakuDurationVal;
int latestAddedPosition = -1;
@override
void initState() {
@ -42,26 +44,24 @@ class _PlDanmakuState extends State<PlDanmaku> {
enableShowDanmaku =
setting.get(SettingBoxKey.enableShowDanmaku, defaultValue: false);
_plDanmakuController =
PlDanmakuController(widget.cid, widget.playerController);
PlDanmakuController(widget.cid);
if (mounted) {
playerController = widget.playerController;
_plDanmakuController.videoDuration = playerController.duration.value;
if (enableShowDanmaku || playerController.isOpenDanmu.value) {
_plDanmakuController
..calcSegment()
..queryDanmaku();
_plDanmakuController.initiate(
playerController.position.value.inMilliseconds
);
}
playerController
..addStatusLister(playerListener)
..addPositionListener(videoPositionListen);
}
playerController.isOpenDanmu.listen((p0) {
if (p0) {
if (_plDanmakuController.dmSegList.isEmpty) {
_plDanmakuController
..calcSegment()
..queryDanmaku();
}
if (p0 && !_plDanmakuController.initiated) {
_plDanmakuController.initiate(
playerController.position.value.inMilliseconds
);
}
});
blockTypes = playerController.blockTypes;
@ -82,68 +82,32 @@ class _PlDanmakuState extends State<PlDanmaku> {
}
void videoPositionListen(Duration position) {
if (!danmuPlayStatus) {
_controller!.onResume();
danmuPlayStatus = true;
}
if (!playerController.isOpenDanmu.value) {
return;
}
PlDanmakuController ctr = _plDanmakuController;
int currentPosition = position.inMilliseconds;
blockTypes = playerController.blockTypes;
// 根据position判断是否有已缓存弹幕。没有则请求对应段
int segIndex = (currentPosition / (6 * 60 * 1000)).ceil();
segIndex = segIndex < 1 ? 1 : segIndex;
// print('🌹🌹: ${segIndex}');
// print('🌹🌹: ${ctr.dmSegList.length}');
// print('🌹🌹: ${ctr.hasrequestSeg.contains(segIndex - 1)}');
if (segIndex - 1 >= ctr.dmSegList.length ||
(ctr.dmSegList[segIndex - 1].elems.isEmpty &&
!ctr.hasrequestSeg.contains(segIndex - 1))) {
ctr.hasrequestSeg.add(segIndex - 1);
ctr.currentSegIndex = segIndex;
EasyThrottle.throttle('follow', const Duration(seconds: 1), () {
ctr.queryDanmaku();
});
}
// 超出分段数返回
if (ctr.currentSegIndex >= ctr.dmSegList.length) {
return;
}
if (ctr.dmSegList.isEmpty ||
ctr.dmSegList[ctr.currentSegIndex].elems.isEmpty) {
return;
}
// 超出当前分段的弹幕总数返回
if (ctr.currentDmIndex >= ctr.dmSegList[ctr.currentSegIndex].elems.length) {
ctr.currentDmIndex = 0;
ctr.currentSegIndex++;
return;
}
var element = ctr.dmSegList[ctr.currentSegIndex].elems[ctr.currentDmIndex];
var delta = currentPosition - element.progress;
currentPosition -= currentPosition % 100;//取整百的毫秒数
if (delta >= 0 && delta < 200) {
// 屏蔽彩色弹幕
if (blockTypes.contains(6) ? element.color == 16777215 : true) {
_controller!.addItems([
DanmakuItem(
element.content,
color: DmUtils.decimalToColor(element.color),
time: element.progress,
type: DmUtils.getPosition(element.mode),
)
]);
}
ctr.currentDmIndex++;
} else {
if (!playerController.isOpenDanmu.value) {
_controller!.pause();
danmuPlayStatus = false;
return;
}
ctr.findClosestPositionIndex(position.inMilliseconds);
if (currentPosition == latestAddedPosition) {
return;
}
latestAddedPosition = currentPosition;
List<DanmakuElem>? currentDanmakuList =
_plDanmakuController.getCurrentDanmaku(currentPosition);
if (currentDanmakuList != null) {
Color? defaultColor = playerController.blockTypes.contains(6) ?
DmUtils.decimalToColor(16777215) : null;
_controller!.addItems(
currentDanmakuList.map((e) => DanmakuItem(
e.content,
color: defaultColor ?? DmUtils.decimalToColor(e.color),
time: e.progress,
type: DmUtils.getPosition(e.mode),
)).toList()
);
}
}