Files
ESP32S3_vt/desktop/src/components/VideoSurface.tsx
T
Horldsence a89d7ae5fb desktop: Tauri v2 后端 + 共享网络层(用户端/裁判端双身份)
把桌面端从 Slint 迁到 Tauri v2,后端先落地,界面待接。拆成三层:

- desktop/core(cam-core,67 测试):从旧 client/ 抽出的非界面部分。UDP 接收按
  发送方重组、装甲板发现与血量、帧率窗口、槽位分配、配置与密码。
- desktop/src-tauri(27 测试):Tauri 后端。回环 WebSocket 推二进制 JPEG、
  每 200ms 一份状态快照、密码闸门、截图、ffmpeg 录制 mp4、演示数据源。
- protocol:新增 ArmorHealth::decode_from,把帧头里的 sender_id 交出来——
  装甲板一直带着 MAC 派生 id 在广播,旧解码路径把它丢了,所以"装甲板下拉可选"
  不需要改固件。

几个改对了的旧问题:

- 槽位分配:旧实现只排除"槽位自己原来那个 id",于是队伍一的板子一离线,它的槽位
  会去拿队伍二那块,两格显示同一块板子。现在候选要排除另一个槽位占着的 id。
- 帧率窗口的基线:掉线又回来的板子带着一个很大的累计帧数回来,从 0 起算会报出
  几百 fps。改成 seeded + 用"已结算窗口数"判断有没有读数。
- 密码哈希:password-hash 能解析 `$argon2id$broken` 这种截断串,于是"配置坏了"
  会被读成"密码错了"。现在要求盐与摘要都在。
- 录制文件名:同一秒停一次再开一次会用同一个名字,ffmpeg 的 -y 静默覆盖上一段。
  现在先收尾上一段再开新的,并且重名往后排号。
- 两道闸门:帧的限制与发现列表的限制分开。设置界面需要列候选摄像头,但**画面**
  不需要——旧版把两件事绑在一道闸门上,只能在"能列候选"和"挡住对手"之间二选一。

测试:protocol 15、cam-core 67、desktop 27,其中录制那条真的起 ffmpeg 并用
ffprobe 读回帧数与分辨率(只断言"文件存在"会漏掉空容器)。
2026-10-14 19:14:16 +08:00

478 lines
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TypeScript
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/**
* 一路画面:canvas 绘制 + 缩放/平移 + 网格 + 瞄准器 + 命中反馈。
*
* # 为什么画在 canvas 上而不是用 CSS 变换 `<img>`
*
* 瞄准器必须跟着**画面**走:它标的是相机光轴上的一个点。用 DOM 摆一个 `<img>` 再叠一层
* `transform` 的话,"图像落在哪、瞄准点落在哪"要算两遍,而两份实现迟早会不一致——表现
* 是放大之后瞄准器偏了,恰恰发生在这件事最要紧的时候。
*
* 所以变换只算一次(`layout()`),图像、网格、瞄准器、伤害数字全都用同一组数画出来。
*
* # 尺寸与缩放的关系
*
* - 图像按 `contain` 放进窗格,再乘 `zoom`。
* - **网格**画在图像矩形里,跟着缩放走:它标的是画面里的比例,用来估距离。
* - **瞄准器**的**位置**跟着图像走,**大小**不跟着:像真瞄具一样,放大之后准星不会
* 跟着变粗,而是覆盖画面里更小的一块——那正是放大有用武之地的原因。
* - 镜像靠 `scale(-1, 1)`,同时把拖动方向也翻过来,否则向右拖画面会往左走。
*/
import { useEffect, useRef, type ReactNode } from "react";
import { streamClient } from "../lib/store";
import { withAlpha } from "../lib/format";
import type { CrosshairConfig, GridConfig, HitFeedbackConfig } from "../lib/types";
export interface ViewTransform {
zoom: number;
x: number;
y: number;
}
export const IDENTITY_VIEW: ViewTransform = { zoom: 1, x: 0, y: 0 };
/** 缩放上下限。再多只是把像素拉大。 */
export const MIN_ZOOM = 1;
export const MAX_ZOOM = 8;
export const ZOOM_STEP = 1.25;
export interface HitPulse {
/** 每次命中都不同,用来重启动画。 */
seq: number;
damage: number;
/** `performance.now()` 时刻。 */
at: number;
}
interface Props {
camera: number | null;
emptyText: string;
mirrored: boolean;
crosshair: CrosshairConfig | null;
grid: GridConfig | null;
view: ViewTransform;
onView: (view: ViewTransform) => void;
/** 校准模式:拖动画面来挪瞄准点。 */
calibrating?: boolean;
onCalibrate?: (dxFraction: number, dyFraction: number) => void;
/** 命中脉冲。只有属于这一路的命中才该传进来。 */
hit?: HitPulse | null;
hitFeedback: HitFeedbackConfig;
showZoom: boolean;
children?: ReactNode;
}
export function VideoSurface({
camera,
emptyText,
mirrored,
crosshair,
grid,
view,
onView,
calibrating = false,
onCalibrate,
hit = null,
hitFeedback,
showZoom,
children,
}: Props) {
const canvasRef = useRef<HTMLCanvasElement | null>(null);
// 绘制循环不随 props 重建,所以最新一份 props 放在 ref 里给它读。
const props = useRef({ camera, mirrored, crosshair, grid, view, hit, hitFeedback });
props.current = { camera, mirrored, crosshair, grid, view, hit, hitFeedback };
const drag = useRef<{ x: number; y: number; originX: number; originY: number } | null>(null);
const dirty = useRef(true);
const lastFrameId = useRef<number | null>(null);
useEffect(() => {
dirty.current = true;
}, [camera, mirrored, crosshair, grid, view, hit, hitFeedback]);
// canvas 的像素尺寸跟着 CSS 尺寸与 DPR 走。不这么做的话在 Retina 上会糊。
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
const resize = () => {
const dpr = window.devicePixelRatio || 1;
const width = Math.max(1, Math.round(canvas.clientWidth * dpr));
const height = Math.max(1, Math.round(canvas.clientHeight * dpr));
if (canvas.width !== width || canvas.height !== height) {
canvas.width = width;
canvas.height = height;
dirty.current = true;
}
};
resize();
const observer = new ResizeObserver(resize);
observer.observe(canvas);
return () => observer.disconnect();
}, []);
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
let raf = 0;
const loop = (timestamp: number) => {
raf = requestAnimationFrame(loop);
const current = props.current;
const frame = streamClient().latest(current.camera);
if (frame && frame.frameId !== lastFrameId.current) {
lastFrameId.current = frame.frameId;
dirty.current = true;
}
// 命中动画期间必须持续重绘,否则抖动只画了一帧就停住。
const pulseAge = current.hit ? timestamp - current.hit.at : Number.POSITIVE_INFINITY;
const animating =
pulseAge < 700 &&
(current.hitFeedback.shake || current.hitFeedback.marker || current.hitFeedback.flash);
if (!dirty.current && !animating) return;
dirty.current = false;
draw(canvas, current, frame, timestamp);
};
raf = requestAnimationFrame(loop);
return () => cancelAnimationFrame(raf);
}, []);
// ---- 输入 ----
const onWheel = (event: React.WheelEvent<HTMLDivElement>) => {
const factor = event.deltaY > 0 ? 1 / ZOOM_STEP : ZOOM_STEP;
const zoom = clamp(view.zoom * factor, MIN_ZOOM, MAX_ZOOM);
// 缩回 1 时顺便归位:此时画面完整可见,平移没有意义,留着会让下一次放大从偏移位置
// 开始,看起来像"跳了一下"。
onView(zoom <= MIN_ZOOM ? IDENTITY_VIEW : { ...view, zoom });
};
const onPointerDown = (event: React.PointerEvent<HTMLDivElement>) => {
event.currentTarget.setPointerCapture(event.pointerId);
drag.current = { x: event.clientX, y: event.clientY, originX: view.x, originY: view.y };
};
const onPointerMove = (event: React.PointerEvent<HTMLDivElement>) => {
const start = drag.current;
if (!start) return;
const dx = event.clientX - start.x;
const dy = event.clientY - start.y;
if (calibrating) {
// 校准:把屏幕上的位移换算成画面里的比例位移。用当前显示出来的图像尺寸做分母,
// 所以放大之后校准更精细——这正是需要的。
const box = canvasRef.current;
if (!box || !onCalibrate) return;
const frame = streamClient().latest(camera);
if (!frame) return;
const { drawWidth, drawHeight } = layout(box, frame.width, frame.height, view);
if (drawWidth <= 0 || drawHeight <= 0) return;
// 一次移动一小步,然后把起点挪过来。
drag.current = { ...start, x: event.clientX, y: event.clientY };
const sign = mirrored ? -1 : 1;
onCalibrate((sign * dx) / drawWidth, dy / drawHeight);
return;
}
if (view.zoom <= MIN_ZOOM) return;
// 镜像时把横向拖动也翻过来:否则向右拖,画面往左走,看起来像拖动坏了。
const sign = mirrored ? -1 : 1;
onView({ ...view, x: start.originX + sign * dx, y: start.originY + dy });
};
const endDrag = () => {
drag.current = null;
};
const cursor = calibrating ? "crosshair" : view.zoom > MIN_ZOOM ? "grab" : "default";
return (
<div
className="video-surface"
style={{ cursor }}
onWheel={onWheel}
onPointerDown={onPointerDown}
onPointerMove={onPointerMove}
onPointerUp={endDrag}
onPointerCancel={endDrag}
onDoubleClick={() => onView(IDENTITY_VIEW)}
>
<canvas ref={canvasRef} className="video-canvas" />
{emptyText !== "" && <div className="video-empty">{emptyText}</div>}
{showZoom && view.zoom > MIN_ZOOM + 0.05 && (
<div className="video-badge video-badge--zoom">×{view.zoom.toFixed(2)}</div>
)}
{(view.zoom > MIN_ZOOM + 0.05 || view.x !== 0 || view.y !== 0) && (
<button className="video-badge video-badge--reset" onClick={() => onView(IDENTITY_VIEW)}>
复位
</button>
)}
{calibrating && <div className="video-calibrating">校准中:拖动画面挪动瞄准点</div>}
{children}
</div>
);
}
// ---------------------------------------------------------------------------
// 绘制
// ---------------------------------------------------------------------------
interface CanvasProps {
camera: number | null;
mirrored: boolean;
crosshair: CrosshairConfig | null;
grid: GridConfig | null;
view: ViewTransform;
hit: HitPulse | null;
hitFeedback: HitFeedbackConfig;
}
interface Box {
clientWidth: number;
clientHeight: number;
}
/** 图像在窗格里的落点与大小(CSS 像素)。 */
function layout(box: Box, frameWidth: number, frameHeight: number, view: ViewTransform) {
const width = box.clientWidth;
const height = box.clientHeight;
if (frameWidth <= 0 || frameHeight <= 0) {
return { left: 0, top: 0, drawWidth: 0, drawHeight: 0 };
}
const fit = Math.min(width / frameWidth, height / frameHeight);
const drawWidth = frameWidth * fit * view.zoom;
const drawHeight = frameHeight * fit * view.zoom;
return {
left: (width - drawWidth) / 2 + view.x,
top: (height - drawHeight) / 2 + view.y,
drawWidth,
drawHeight,
};
}
function draw(
canvas: HTMLCanvasElement,
current: CanvasProps,
frame: { bitmap: ImageBitmap; width: number; height: number } | undefined,
timestamp: number,
) {
const dpr = window.devicePixelRatio || 1;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const ctx = canvas.getContext("2d");
if (!ctx) return;
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
ctx.clearRect(0, 0, width, height);
const box = { clientWidth: width, clientHeight: height };
// 没有画面时把瞄准器留在窗格中心:录像断了,准星不该跟着消失。
const fallback = { left: 0, top: 0, drawWidth: 0, drawHeight: 0 };
const geometry = frame
? layout(box, frame.width, frame.height, current.view)
: fallback;
const shake = current.hit ? shakeOffset(current.hit, timestamp, current.hitFeedback) : { x: 0, y: 0 };
if (frame) {
ctx.save();
ctx.translate(shake.x, shake.y);
if (current.mirrored) {
ctx.translate(width, 0);
ctx.scale(-1, 1);
}
// 放大超过 3 倍时关掉插值:这时候要看的是像素本身,双线性插值只会把它糊掉。
ctx.imageSmoothingEnabled = current.view.zoom < 3;
ctx.drawImage(frame.bitmap, geometry.left, geometry.top, geometry.drawWidth, geometry.drawHeight);
ctx.restore();
if (current.grid?.visible) {
drawGrid(ctx, geometry, current.grid, shake);
}
}
// 瞄准点的屏幕位置:图像坐标系里的 (0.5 + offsetX, 0.5 + offsetY)。
const crosshair = current.crosshair;
let aimX = width / 2;
let aimY = height / 2;
if (crosshair && frame && geometry.drawWidth > 0) {
const rawX = geometry.left + (0.5 + crosshair.offsetX) * geometry.drawWidth;
aimX = current.mirrored ? width - rawX : rawX;
aimY = geometry.top + (0.5 + crosshair.offsetY) * geometry.drawHeight;
}
if (crosshair?.visible) {
drawCrosshair(ctx, aimX + shake.x, aimY + shake.y, Math.min(width, height), crosshair);
}
// 伤害数字:画在屏幕坐标里,不跟着缩放走。
if (current.hit && current.hitFeedback.marker) {
const age = timestamp - current.hit.at;
if (age >= 0 && age < 700) {
const progress = age / 700;
ctx.save();
ctx.globalAlpha = 1 - progress;
ctx.fillStyle = "#ff8a8a";
ctx.font = `600 ${Math.round(Math.max(14, Math.min(width, height) * 0.05))}px ui-sans-serif, system-ui, sans-serif`;
ctx.textAlign = "left";
ctx.textBaseline = "middle";
ctx.fillText(
`-${current.hit.damage}`,
aimX + shake.x + 24,
aimY + shake.y - 26 - progress * 26,
);
ctx.restore();
}
}
}
function shakeOffset(hit: HitPulse, timestamp: number, feedback: HitFeedbackConfig) {
if (!feedback.shake) return { x: 0, y: 0 };
const age = timestamp - hit.at;
if (age < 0 || age > 400) return { x: 0, y: 0 };
const amplitude = 7 * feedback.intensity * (1 - age / 400);
return {
x: Math.sin(age * 0.09) * amplitude,
y: Math.cos(age * 0.11) * amplitude,
};
}
function drawGrid(
ctx: CanvasRenderingContext2D,
geometry: { left: number; top: number; drawWidth: number; drawHeight: number },
grid: GridConfig,
shake: { x: number; y: number },
) {
if (geometry.drawWidth <= 0 || geometry.drawHeight <= 0) return;
ctx.save();
ctx.translate(shake.x, shake.y);
ctx.strokeStyle = `rgba(255, 255, 255, ${grid.opacity})`;
ctx.lineWidth = 1;
const x0 = geometry.left;
const y0 = geometry.top;
const x1 = x0 + geometry.drawWidth;
const y1 = y0 + geometry.drawHeight;
if (grid.style === "thirds") {
for (const fraction of [1 / 3, 2 / 3]) {
line(ctx, x0 + geometry.drawWidth * fraction, y0, x0 + geometry.drawWidth * fraction, y1);
line(ctx, x0, y0 + geometry.drawHeight * fraction, x1, y0 + geometry.drawHeight * fraction);
}
} else if (grid.style === "squares") {
const divisions = Math.max(2, grid.divisions);
for (let i = 1; i < divisions; i += 1) {
const fraction = i / divisions;
line(ctx, x0 + geometry.drawWidth * fraction, y0, x0 + geometry.drawWidth * fraction, y1);
line(ctx, x0, y0 + geometry.drawHeight * fraction, x1, y0 + geometry.drawHeight * fraction);
}
} else {
// 中心十字。
line(ctx, x0 + geometry.drawWidth / 2, y0, x0 + geometry.drawWidth / 2, y1);
line(ctx, x0, y0 + geometry.drawHeight / 2, x1, y0 + geometry.drawHeight / 2);
}
ctx.restore();
}
function line(ctx: CanvasRenderingContext2D, x0: number, y0: number, x1: number, y1: number) {
// 半像素偏移,让 1px 的线落在像素中心而不是跨两个像素发虚。
ctx.beginPath();
ctx.moveTo(Math.round(x0) + 0.5, Math.round(y0) + 0.5);
ctx.lineTo(Math.round(x1) + 0.5, Math.round(y1) + 0.5);
ctx.stroke();
}
function drawCrosshair(
ctx: CanvasRenderingContext2D,
cx: number,
cy: number,
shortSide: number,
config: CrosshairConfig,
) {
const arm = Math.max(3, config.size * shortSide);
const gap = config.gap * shortSide;
const thickness = Math.max(1, config.thickness * shortSide);
// 外描一圈深色:浅色背景下亮绿准星会消失,这一圈让它始终看得见。
const halo = withAlpha("#000000", 0.55);
const stroke = (color: string, width: number, radius: number) => {
ctx.strokeStyle = color;
ctx.lineWidth = width;
ctx.beginPath();
if (config.style === "circle-dot") {
ctx.arc(cx, cy, radius, 0, Math.PI * 2);
} else {
// 四臂,中心留 gap 的空隙。
ctx.moveTo(cx - radius, cy);
ctx.lineTo(cx - gap, cy);
ctx.moveTo(cx + gap, cy);
ctx.lineTo(cx + radius, cy);
ctx.moveTo(cx, cy - radius);
ctx.lineTo(cx, cy - gap);
ctx.moveTo(cx, cy + gap);
ctx.lineTo(cx, cy + radius);
}
ctx.stroke();
};
stroke(halo, thickness + 2, arm + 1);
stroke(config.color, thickness, arm);
// 中心点:`cross` 之外都画。
if (config.style !== "cross") {
const dot = Math.max(1.2, thickness * 0.9);
ctx.fillStyle = halo;
ctx.beginPath();
ctx.arc(cx, cy, dot + 1, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = config.color;
ctx.beginPath();
ctx.arc(cx, cy, dot, 0, Math.PI * 2);
ctx.fill();
}
}
function clamp(value: number, min: number, max: number): number {
return Math.min(max, Math.max(min, value));
}