objective c - iOS gamekit/bluetooth data streaming -
i have written program using gamekit/bluetooth transfer low quality video using compressed jpegs 1 ios device another. realize gamekit/bluetooth should not used purpose (for small chunks of data) indeed work streaming 15 low quality compressed jpegs/second little no latency.
the question have once increase either quality or frame rate ios device sender ios receiver, lag or delay occur , no longer real time. if there delay, i'd somehow sending ios device discard frames receiver can catchup or receiver ignore backlog queue.
in gamekit have set session mode use gksenddataunreliable see if help, no avail.
if delays occur, best solution , correct approach discard frames (jpegs) ios receiver can catch real time? sender need stop transmission period of time or there receiving client can discard accumulating queue.
i've used nsstream before well, , while using wifi allows greater bandwidth, same problem still occur in terms of delays if data being transmitted.
thank in advance help.
could not attach timestamp each jpg (time since epoch perhaps) receiving client ignore images not within given timeframe.
also have receiving client respond simple acknowledgement packets indicating jpg has been received. if sending client hasn't received acknowledge packet within given timeframe discards images going send , starts scratch.
with solution if receiving client falls x seconds behind sender stop sending acknowledgement packets , discard incoming data until sender throws out in queue , starts sending "live" frames again.
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