P2P live-broadcasting system and method for reducing coded fragment repetition

A fragment and encoding technology, applied in the field of live broadcast, can solve problems such as affecting user experience, slow process, and aggravating freeze, to reduce the risk of freeze, ensure smooth playback, and reduce the probability of receiving repeated encoded clips.

Active Publication Date: 2017-08-18
YUNSHANG CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

However, due to network delay or packet loss, the process of collecting k pieces by the playback node is relatively slow. If a certain chunk cannot be recovered for a long time, there will be a freeze phenomenon during streaming media playback, which will affect the user experience.
In addition, in the existing technology, the edge server sends the encoded fragments irregularly, and the playback node often receives repeated encoded fragments, which not only leads to waste of transmission, but also exacerbates the problem of stuttering

Method used

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  • P2P live-broadcasting system and method for reducing coded fragment repetition
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  • P2P live-broadcasting system and method for reducing coded fragment repetition

Examples

Experimental program
Comparison scheme
Effect test

Embodiment 1

[0045] Such as figure 1 As shown, the P2P live broadcast system of this embodiment includes: an edge server 1, a source node 2 and a playback node, each edge server 1 is connected to a plurality of source nodes 2 respectively, and each source node 2 is connected to a plurality of source nodes. The playback nodes 3 are connected in communication, and each playback node is also connected in communication with multiple supply nodes 2 . During the live video broadcast, the edge server divides the acquired video data into several data blocks, and divides and encodes each data block into several coded segments. Specifically, the edge server divides each data block into k original fragments of the same size, and then encodes the k original fragments through erasure codes to generate N-k redundant coded fragments, and divides the N coded fragments into distribution Coding Snippets and Supplementary Coding Snippets. The edge server distributes the distribution code segment to the sou...

Embodiment 2

[0053] Embodiment 2 is basically the same as Embodiment 1, except that this embodiment provides another way to prevent the playback node from obtaining duplicate distributed coded segments. Specifically, in this embodiment, all distributed coded segments in a data block have different coded IDs (supplementary coded segments also have different coded IDs, which are independent from the distributed coded segments), but the coded IDs in each data block are the same, for example, the encoding ID in data block 1 is: distribution encoding segment 1, distribution encoding segment 2, ..., distribution encoding segment n; the encoding ID in data block 2 is also: distribution encoding segment 1, distribution encoding segment 2, ..., distribute the encoded segment n. The edge server assigns a fixed code ID to each source node, and sends the distribution code segment corresponding to the code ID to the corresponding source node, that is, the source node only receives the distribution code...

Embodiment 3

[0056] Such as figure 2 As shown, the P2P live broadcast method of the present embodiment includes the following steps:

[0057] Step 110, the edge server divides the video data into several data blocks, and divides and encodes each data block into several coded segments, and divides the several coded segments into distribution coded segments and supplementary coded segments.

[0058] Wherein, when dividing the coded segments, it is preferable to make the number m of supplementary coded segments not less than the erasure code threshold k. This is because, if a playback node fails to obtain any distributed coded fragments, all coded fragments need to be supplemented from the edge server, so it must be ensured that k

[0059] Step 120, the edg...

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PUM

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Abstract

The invention discloses a P2P live-broadcasting system and method for reducing coded fragment repetition. The live-broadcasting system comprises an edge server, a source supply node and a play node, wherein the edge server is used for cutting video data into a plurality of data blocks, cutting and coding each data block into a plurality of coded fragments, and dividing the plurality of coded fragments into distributed coded fragments and supplementary coding fragments; the edge server is also used for distributing the distributed coded fragments to the source supply node; the play node is used for acquiring the distributed coded fragments from the source supply node, and sending a supplementary fragment request to the edge server when the number of the distributed coded fragments acquired in a preset time period does not reach an erasure code threshold; and the edge server is also used for sending the supplementary coding fragments to the play node for erasure code compensation when receiving the supplementary fragment request. According to the P2P live-broadcasting system and method disclosed by the invention, the video lagging phenomenon during live-broadcasting can be reduced, and the smooth playback of videos can be guaranteed.

Description

technical field [0001] The invention relates to the field of live broadcast technology, in particular to a P2P (Peer-to-Peer Network) live broadcast system and method for reducing duplication of coded segments. Background technique [0002] During the live video broadcast, the edge server divides the video data into chunks of the same size, and then divides each chunk into k original pieces of the same size, which are generated by [N, k] erasure codes. N-k redundant coded segments, the edge server distributes the coded segments to the supply node, and the playback node obtains the coded segments from the source node. When each playback node collects k pieces, it tries to decode and restore the original chunk. However, due to network delay or packet loss, the process of collecting k pieces by the playback node is relatively slow. If a certain chunk cannot be recovered for a long time, there will be a freeze phenomenon during streaming media playback, which will affect the us...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): H04L29/06H04L29/08H04N21/2187H04N21/2343H04N21/262
CPCH04L67/108H04N21/2187H04N21/2343H04N21/262H04L65/75
Inventor 汪志龙
Owner YUNSHANG CO LTD
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