78ef8fc064
Replace time.Now() calls in hot path with frame-based timing: - Pre-compute triggerLevel (integer comparison instead of float division) - Calibrate hold/cooldown budgets from FPS (default 30fps) - Periodic FPS recalibration every 150 frames for accuracy - Active motion path: 47ns → 3.6ns (13x faster) Update schema.json with detect mode and motion_threshold. Add threshold tuning guide to README.
244 lines
6.0 KiB
Go
244 lines
6.0 KiB
Go
package homekit
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import (
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"io"
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"time"
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"github.com/AlexxIT/go2rtc/pkg/core"
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"github.com/AlexxIT/go2rtc/pkg/h264"
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"github.com/pion/rtp"
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)
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const (
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motionWarmupFrames = 30
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motionThreshold = 2.0
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motionAlphaFast = 0.1
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motionAlphaSlow = 0.02
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motionHoldTime = 30 * time.Second
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motionCooldown = 5 * time.Second
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motionDefaultFPS = 30.0
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// recalibrate FPS and emit trace log every N frames (~5s at 30fps)
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motionTraceFrames = 150
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)
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type motionDetector struct {
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core.Connection
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server *server
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done chan struct{}
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// algorithm state (accessed only from Sender goroutine — no mutex needed)
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threshold float64
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triggerLevel int // pre-computed: int(baseline * threshold)
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baseline float64
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initialized bool
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frameCount int
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// frame-based timing (calibrated periodically, no time.Now() in per-frame hot path)
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holdBudget int // motionHoldTime converted to frames
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cooldownBudget int // motionCooldown converted to frames
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remainingHold int // frames left until hold expires (active motion)
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remainingCooldown int // frames left until cooldown expires (after OFF)
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// motion state
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motionActive bool
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// periodic FPS recalibration
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lastFPSCheck time.Time
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lastFPSFrame int
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// for testing: injectable time and callback
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now func() time.Time
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onMotion func(bool)
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}
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func newMotionDetector(srv *server) *motionDetector {
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medias := []*core.Media{
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{
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Kind: core.KindVideo,
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Direction: core.DirectionSendonly,
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Codecs: []*core.Codec{
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{Name: core.CodecH264},
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},
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},
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}
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threshold := motionThreshold
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if srv != nil && srv.motionThreshold > 0 {
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threshold = srv.motionThreshold
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}
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return &motionDetector{
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Connection: core.Connection{
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ID: core.NewID(),
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FormatName: "motion",
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Protocol: "detect",
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Medias: medias,
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},
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server: srv,
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threshold: threshold,
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done: make(chan struct{}),
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now: time.Now,
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}
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}
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func (m *motionDetector) AddTrack(media *core.Media, _ *core.Codec, track *core.Receiver) error {
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log.Debug().Str("stream", m.streamName()).Str("codec", track.Codec.Name).Msg("[homekit] motion: add track")
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codec := track.Codec.Clone()
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sender := core.NewSender(media, codec)
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sender.Handler = func(packet *rtp.Packet) {
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m.handlePacket(packet)
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}
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if track.Codec.IsRTP() {
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sender.Handler = h264.RTPDepay(track.Codec, sender.Handler)
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} else {
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sender.Handler = h264.RepairAVCC(track.Codec, sender.Handler)
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}
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sender.HandleRTP(track)
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m.Senders = append(m.Senders, sender)
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return nil
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}
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func (m *motionDetector) streamName() string {
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if m.server != nil {
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return m.server.stream
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}
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return ""
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}
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func (m *motionDetector) calibrate() {
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// use default FPS — real FPS calibrated after first periodic check
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m.holdBudget = int(motionHoldTime.Seconds() * motionDefaultFPS)
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m.cooldownBudget = int(motionCooldown.Seconds() * motionDefaultFPS)
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m.triggerLevel = int(m.baseline * m.threshold)
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m.lastFPSCheck = m.now()
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m.lastFPSFrame = m.frameCount
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log.Debug().Str("stream", m.streamName()).
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Float64("baseline", m.baseline).
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Int("holdFrames", m.holdBudget).Int("cooldownFrames", m.cooldownBudget).
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Msg("[homekit] motion: warmup complete")
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}
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func (m *motionDetector) handlePacket(packet *rtp.Packet) {
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payload := packet.Payload
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if len(payload) < 5 {
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return
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}
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// skip keyframes — always large, not informative for motion
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if h264.IsKeyframe(payload) {
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return
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}
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size := len(payload)
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m.frameCount++
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if m.frameCount <= motionWarmupFrames {
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fsize := float64(size)
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if !m.initialized {
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m.baseline = fsize
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m.initialized = true
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} else {
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m.baseline += motionAlphaFast * (fsize - m.baseline)
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}
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if m.frameCount == motionWarmupFrames {
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m.calibrate()
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}
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return
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}
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if m.triggerLevel <= 0 {
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return
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}
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// integer comparison — no float division needed
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triggered := size > m.triggerLevel
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if !m.motionActive {
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// idle path: decrement cooldown, check for trigger, update baseline
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if m.remainingCooldown > 0 {
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m.remainingCooldown--
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}
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if triggered && m.remainingCooldown <= 0 {
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m.motionActive = true
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m.remainingHold = m.holdBudget
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log.Debug().Str("stream", m.streamName()).
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Float64("ratio", float64(size)/m.baseline).
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Msg("[homekit] motion: ON")
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m.setMotion(true)
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}
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// update baseline only if still idle (trigger frame doesn't pollute baseline)
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if !m.motionActive {
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fsize := float64(size)
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m.baseline += motionAlphaSlow * (fsize - m.baseline)
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m.triggerLevel = int(m.baseline * m.threshold)
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}
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} else {
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// active motion path: pure integer arithmetic, zero time.Now() calls
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if triggered {
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m.remainingHold = m.holdBudget
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} else {
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m.remainingHold--
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if m.remainingHold <= 0 {
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m.motionActive = false
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m.remainingCooldown = m.cooldownBudget
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log.Debug().Str("stream", m.streamName()).Msg("[homekit] motion: OFF (hold expired)")
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m.setMotion(false)
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}
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}
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}
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// periodic: recalibrate FPS and emit trace log
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if m.frameCount%motionTraceFrames == 0 {
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now := m.now()
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frames := m.frameCount - m.lastFPSFrame
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if frames > 0 {
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if elapsed := now.Sub(m.lastFPSCheck); elapsed > time.Millisecond {
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fps := float64(frames) / elapsed.Seconds()
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m.holdBudget = int(motionHoldTime.Seconds() * fps)
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m.cooldownBudget = int(motionCooldown.Seconds() * fps)
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}
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}
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m.lastFPSCheck = now
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m.lastFPSFrame = m.frameCount
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log.Trace().Str("stream", m.streamName()).
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Float64("baseline", m.baseline).Float64("ratio", float64(size)/m.baseline).
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Bool("active", m.motionActive).Msg("[homekit] motion: status")
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}
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}
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func (m *motionDetector) setMotion(detected bool) {
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if m.onMotion != nil {
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m.onMotion(detected)
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return
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}
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if m.server != nil {
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m.server.SetMotionDetected(detected)
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}
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}
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func (m *motionDetector) WriteTo(io.Writer) (int64, error) {
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<-m.done
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return 0, nil
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}
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func (m *motionDetector) Stop() error {
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select {
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case <-m.done:
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default:
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if m.motionActive {
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m.motionActive = false
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log.Debug().Str("stream", m.streamName()).Msg("[homekit] motion: OFF (stop)")
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m.setMotion(false)
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}
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close(m.done)
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}
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return m.Connection.Stop()
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}
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