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simple abr with delay
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@ -57,23 +57,36 @@ pub struct VideoQoS {
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height: u32,
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user_image_quality: u32,
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current_image_quality: u32,
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enable_abr: bool,
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pub current_delay: u32,
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pub fps: u8, // abr
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pub target_bitrate: u32, // abr
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updated: bool,
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state: AdaptiveState,
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last_delay: u32,
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count: u32,
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updated: bool,
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state: DelayState,
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debounce_count: u32,
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}
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#[derive(Debug)]
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enum AdaptiveState {
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Normal,
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LowDelay,
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HighDelay,
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#[derive(PartialEq, Debug)]
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enum DelayState {
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Normal = 0,
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LowDelay = 200,
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HighDelay = 500,
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Broken = 1000,
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}
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impl DelayState {
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fn from_delay(delay: u32) -> Self {
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if delay > DelayState::Broken as u32 {
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DelayState::Broken
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} else if delay > DelayState::HighDelay as u32 {
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DelayState::HighDelay
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} else if delay > DelayState::LowDelay as u32 {
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DelayState::LowDelay
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} else {
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DelayState::Normal
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}
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}
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}
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impl Default for VideoQoS {
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@ -82,24 +95,17 @@ impl Default for VideoQoS {
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fps: FPS,
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user_image_quality: ImageQuality::Balanced.value() as _,
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current_image_quality: ImageQuality::Balanced.value() as _,
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enable_abr: false,
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width: 0,
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height: 0,
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current_delay: 0,
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target_bitrate: 0,
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updated: false,
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state: AdaptiveState::Normal,
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last_delay: 0,
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count: 0,
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state: DelayState::Normal,
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debounce_count: 0,
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}
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}
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}
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const THRESHOLD: f32 = 1.2;
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const MAX_COUNT: u32 = 3;
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const MAX_DELAY: u32 = 500;
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const MIN_DELAY: u32 = 50;
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impl VideoQoS {
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pub fn set_size(&mut self, width: u32, height: u32) {
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if width == 0 || height == 0 {
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@ -121,123 +127,52 @@ impl VideoQoS {
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self.current_delay = delay;
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return;
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}
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let current_delay = self.current_delay as f32;
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self.current_delay = delay / 2 + self.current_delay / 2;
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log::trace!(
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"update_network_delay:{}, {}, state:{:?},count:{}",
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"VideoQoS update_network_delay:{}, {}, state:{:?},count:{}",
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self.current_delay,
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delay,
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self.state,
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self.count
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self.debounce_count
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);
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// ABR
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if !self.enable_abr {
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// return;
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let current_state = DelayState::from_delay(self.current_delay);
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if current_state != self.state && self.debounce_count > 5 {
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log::debug!(
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"VideoQoS state changed:{:?} -> {:?}",
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self.state,
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current_state
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);
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self.state = current_state;
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self.debounce_count = 0;
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self.update_quality();
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} else {
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self.debounce_count += 1;
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}
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if self.current_delay < MIN_DELAY {
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if self.fps != FPS && self.current_image_quality != self.user_image_quality {
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log::debug!("current_delay is normal, set to user_image_quality");
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}
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fn update_quality(&mut self) {
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match self.state {
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DelayState::Normal => {
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self.fps = FPS;
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self.current_image_quality = self.user_image_quality;
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let _ = self.generate_bitrate().ok();
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self.updated = true;
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}
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self.state = AdaptiveState::Normal;
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} else if self.current_delay > MAX_DELAY {
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if self.fps != 5 && self.current_image_quality != 25 {
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log::debug!("current_delay is very high, set fps to 5, image_quality to 25");
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self.fps = 5;
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self.current_image_quality = 25;
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let _ = self.generate_bitrate().ok();
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self.updated = true;
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}
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} else {
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// MAX_DELAY to Normal
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if self.fps == 5 && self.current_image_quality == 25 {
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DelayState::LowDelay => {
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self.fps = FPS;
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self.current_image_quality =
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std::cmp::min(self.user_image_quality, ImageQuality::Low.value() as _);
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self.last_delay = self.current_delay;
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let _ = self.generate_bitrate().ok();
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self.updated = true;
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return;
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self.current_image_quality = std::cmp::min(self.user_image_quality, 50);
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}
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let delay = delay as f32;
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let last_delay = self.last_delay as f32;
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match self.state {
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AdaptiveState::Normal => {
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if delay > current_delay * THRESHOLD {
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self.state = AdaptiveState::HighDelay;
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} else if delay < current_delay * THRESHOLD
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&& self.current_image_quality < self.user_image_quality
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{
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self.state = AdaptiveState::LowDelay;
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}
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self.count = 0;
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self.last_delay = self.current_delay
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}
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AdaptiveState::HighDelay => {
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if delay > last_delay {
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if self.count > MAX_COUNT {
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self.decrease_quality();
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self.reset_state();
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return;
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}
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self.count += 1;
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} else {
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self.reset_state();
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}
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}
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AdaptiveState::LowDelay => {
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if delay < last_delay * THRESHOLD {
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if self.count > MAX_COUNT {
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self.increase_quality();
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self.reset_state();
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return;
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}
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self.count += 1;
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} else {
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self.reset_state();
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}
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}
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DelayState::HighDelay => {
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self.fps = FPS / 2;
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self.current_image_quality = std::cmp::min(self.user_image_quality, 25);
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}
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DelayState::Broken => {
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self.fps = FPS / 4;
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self.current_image_quality = 10;
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}
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}
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}
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fn reset_state(&mut self) {
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self.count = 0;
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self.state = AdaptiveState::Normal;
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}
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fn increase_quality(&mut self) {
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log::debug!("Adaptive increase quality");
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if self.fps < FPS {
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log::debug!("increase fps {} -> {}", self.fps, FPS);
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self.fps = FPS;
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} else {
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self.current_image_quality += self.current_image_quality / 2;
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let _ = self.generate_bitrate().ok();
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log::debug!("increase quality:{}", self.current_image_quality);
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}
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self.updated = true;
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}
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fn decrease_quality(&mut self) {
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log::debug!("Adaptive decrease quality");
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if self.fps < 15 {
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log::debug!("fps is low enough :{}", self.fps);
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return;
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}
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if self.current_image_quality < ImageQuality::Low.value() as _ {
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self.fps = self.fps / 2;
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log::debug!("decrease fps:{}", self.fps);
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} else {
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self.current_image_quality -= self.current_image_quality / 2;
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let _ = self.generate_bitrate().ok();
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log::debug!("decrease quality:{}", self.current_image_quality);
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};
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let _ = self.generate_bitrate().ok();
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self.updated = true;
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}
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@ -335,7 +335,8 @@ class Header: Reactor.Component {
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}
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function handle_custom_image_quality() {
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var bitrate = handler.get_custom_image_quality()[0] / 2;
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var tmp = handler.get_custom_image_quality();
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var bitrate = (tmp[0] || 100) / 2;
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msgbox("custom", "Custom Image Quality", "<div .form> \
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<div><input type=\"hslider\" style=\"width: 50%\" name=\"bitrate\" max=\"100\" min=\"10\" value=\"" + bitrate + "\"/ buddy=\"bitrate-buddy\"><b #bitrate-buddy>x</b>% Bitrate</div> \
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</div>", function(res=null) {
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