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];
}
}