Websocket closing connection - javascript

My script:
var srgt_socket = false;
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
var video = document.getElementById('video');
window.srgt_socket = new WebSocket("ws://185.25.150.192:1987");
window.srgt_socket.addEventListener('open', function (event) {
window.srgt_socket.send('Hello Server!');
start_send();
});
window.srgt_socket.addEventListener('close', function (event) {
console.log('closing');
});
function start_send() {
var mediaConfig = { video: true };
var errBack = function(e) {
console.log('An error has occurred!', e)
};
// Put video listeners into place
if(navigator.mediaDevices && navigator.mediaDevices.getUserMedia) {
navigator.mediaDevices.getUserMedia(mediaConfig).then(function(stream) {
video.src = window.URL.createObjectURL(stream);
video.play();
});
}
/* Legacy code below! */
else if(navigator.getUserMedia) { // Standard
navigator.getUserMedia(mediaConfig, function(stream) {
video.src = stream;
video.play();
}, errBack);
} else if(navigator.webkitGetUserMedia) { // WebKit-prefixed
navigator.webkitGetUserMedia(mediaConfig, function(stream){
video.src = window.webkitURL.createObjectURL(stream);
video.play();
}, errBack);
} else if(navigator.mozGetUserMedia) { // Mozilla-prefixed
navigator.mozGetUserMedia(mediaConfig, function(stream){
video.src = window.URL.createObjectURL(stream);
video.play();
}, errBack);
}
setInterval(function(){
context.drawImage(video, 0, 0, 320, 100);
let canvas = document.getElementById('canvas');
let img = document.getElementById('img');
img.src = canvas.toDataURL("image/png");
let data = {
src : canvas.toDataURL("image/png"),
}
window.srgt_socket.send(JSON.stringify(data));
}, 33);
}
I'm using websocket. On server side I use node.js. I don't know why connection is closed after a while (it works for few miliseconds). Data is send then connection is closing. I'm runing this script from localhost.

Related

How to access both webcams mediastream in chrome browser simultaneously? [duplicate]

guys i have two cameras that is
-the web camera
-the laptop camera
i want to stream those camera in a website
i already have some reference
here is some code that is working on jsfiddle
here
<video id="video" width="640" height="480" autoplay></video>
<button id="snap" class="sexyButton">Snap Photo</button>
<canvas id="canvas" width="640" height="480"></canvas>
<script>
// Put event listeners into place
window.addEventListener("DOMContentLoaded", function() {
// Grab elements, create settings, etc.
var canvas = document.getElementById("canvas"),
context = canvas.getContext("2d"),
video = document.getElementById("video"),
videoObj = { "video": true },
errBack = function(error) {
console.log("Video capture error: ", error.code);
};
// Put video listeners into place
if(navigator.getUserMedia) { // Standard
navigator.getUserMedia(videoObj, function(stream) {
video.src = stream;
video.play();
}, errBack);
} else if(navigator.webkitGetUserMedia) { // WebKit-prefixed
navigator.webkitGetUserMedia(videoObj, function(stream){
video.src = window.webkitURL.createObjectURL(stream);
video.play();
}, errBack);
} else if(navigator.mozGetUserMedia) { // WebKit-prefixed
navigator.mozGetUserMedia(videoObj, function(stream){
video.src = window.URL.createObjectURL(stream);
video.play();
}, errBack);
}
// Trigger photo take
document.getElementById("snap").addEventListener("click", function() {
context.drawImage(video, 0, 0, 640, 480);
});
}, false);
</script>
that example can only connects and select 1 camera
i want to select and view two of my camera, any suggestion or solution guys?
you can also give me the JS fiddle
You can create two different streams, one for each camera, and show them simultaneously in two <video> tags.
The list of available devices is available using navigator.mediaDevices.enumerateDevices(). After filtering the resulting list for only videoinputs, you have access to the deviceIds without needing permission from the user.
With getUserMedia you can then request a stream from the camera with id camera1Id using
navigator.mediaDevices.getUserMedia({
video: {
deviceId: { exact: camera1Id }
}
});
The resulting stream can be fed into a <video> (referenced here by vid) by calling vid.srcObject = stream.
I have done this for two streams from two webcams simultaneously.
You cannot access two cameras simultaneously. The API would indicate otherwise, but something underlying seems to prevent it from working as expected. You can verify this by opening https://simpl.info/getusermedia/sources/ or http://googlechrome.github.io/webrtc/samples/web/content/getusermedia-source/ in two completely seperate windows, despite being able to select two streams only one is active at once - if you pick the same one in both windows, then it shows in both places.
The only workaround I was able to do was to flip-flop between the two streams, then draw the video to a canvas. Doing this I was able to do captures at around 1 fps, unfortunately the camera resets between frames, on one of my cameras I had to put in a delay to allow the auto white balance to kick in to get a decent image.
function webcam() {
if (!navigator.getUserMedia) {
navigator.getUserMedia = navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia;
}
if (!navigator.getUserMedia) {
return alert('getUserMedia not supported in this browser.');
}
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
var audioSource;
var cw = Math.floor(canvas.clientWidth / 2);
var ch = Math.floor(canvas.clientHeight/2);
//canvas.width = cw;
//canvas.height = ch;
//off dom video player
var video = document.createElement("video");
video.autoplay="autoplay";
video.addEventListener('playing', function(){
//delay for settling...
setTimeout(draw,1000,this,context,(currentSource*canvas.clientWidth/2),cw,ch);
},false);
function captureVideo() {
console.log("Capturing " + currentSource,videosources[currentSource]);
var mediaOptions = {
audio: {
optional: [{sourceId: audioSource}]
},
video: {
optional: [
{sourceId: videosources[currentSource].id}
]
}};
navigator.getUserMedia(mediaOptions, success, errorCallback);
}
var currentSource=0;
var videosources = [];
var lastStream;
function errorCallback(error){
console.log("navigator.getUserMedia error: ", error);
}
function success(stream) {
console.log("the stream" + currentSource,stream);
video.src = window.URL.createObjectURL(stream);
video.play();
lastStream=stream;
}
function next(){
if(lastStream){
lastStream.stop();
}
video.src = "";
if(currentSource < videosources.length-1){
currentSource+=1;
}
else
{
currentSource=0;
}
captureVideo();
}
function draw(v,c,l,w,h) {
if(v.paused || v.ended) return false;
console.log("drawing",l)
c.drawImage(v,l,0,w,h);
setTimeout(next,500);
}
MediaStreamTrack.getSources(function (sourceInfos) {
for (var i = 0; i != sourceInfos.length; ++i) {
var sourceInfo = sourceInfos[i];
if (sourceInfo.kind === 'audio') {
console.log(sourceInfo.id, sourceInfo.label || 'microphone');
audioSource=sourceInfo.id;
} else if (sourceInfo.kind === 'video') {
console.log(sourceInfo.id, sourceInfo.facing, sourceInfo.label || 'camera');
videosources.push(sourceInfo);
} else {
console.log('Some other kind of source: ', sourceInfo);
}
}
console.log("sources",videosources)
next();
});
}

How to generate video thumbnail from input file in javascript?

How to draw an image thumbnail of a video from input file? This is what i've tried so far
let targetInput = document.getElementById('video-input');
targetInput.addEventListener('change', function(e) {
let videoMetaData = (file) => {
return new Promise(function(resolve, reject) {
let video = document.createElement('video');
// video.preload = 'metadata';
video.onloadedmetadata = function() {
// window.URL.revokeObjectURL(video.src);
// console.log(video.src)
resolve({
video: video,
duration: Math.round(video.duration * 1000),
height: video.videoHeight,
width: video.videoWidth
})
}
video.src = URL.createObjectURL(file);
})
}
videoMetaData(e.target.files[0]).then(function(value) {
let videoCanvas = document.createElement('canvas');
videoCanvas.height = value.height;
videoCanvas.width = value.width;
videoCanvas.getContext('2d').drawImage(value.video, 0, 0)
var snapshot = videoCanvas.toDataURL();
console.log(snapshot)
})
})
<input type="file" id="video-input" />
This code is working. You can see the result on your browser console, but why the image URI result was blank?
I can only think of this: You are missing to append the <video> element to the body after creating: document.createElement('video');
You just need to append it for testing:
// after this line
video.src = URL.createObjectURL(file);
// try this...
video.controls = 'controls';
document.body.appendChild(video);
Update:
let targetInput = document.getElementById('video-input');
targetInput.addEventListener('change', function(e) {
let videoMetaData = (file) => {
return new Promise(function(resolve, reject) {
let video = document.createElement('video');
// video.preload = 'metadata';
video.addEventListener('canplay', function () {
resolve({
video: video,
duration: Math.round(video.duration * 1000),
height: video.videoHeight,
width: video.videoWidth
});
});
video.src = URL.createObjectURL(file);
document.body.appendChild(video);
video.play();
})
}
videoMetaData(this.files[0]).then(function(value) {
let videoCanvas = document.createElement('canvas');
videoCanvas.height = value.height;
videoCanvas.width = value.width;
videoCanvas.getContext('2d').drawImage(value.video, 0, 0);
var snapshot = videoCanvas.toDataURL('image/png');
var img = new Image();
img.onload = function () {
document.body.appendChild(this);
};
img.src = snapshot;
})
})
<input type="file" id="video-input" />

How to make qrcode scanner to scan only qr code no other thing

I am Creating QR code scanner for Browser using this plugin
https://github.com/cozmo/jsQR
and it works fine except a bug which make every thing terrible, scanning my keyboard keys or my home mat also and shows some Chinese characters, Why I chosen this plugin it works almost in every browser except IOS Chrome, Firefox
Here Is My code
var video = document.createElement("video");
var canvasElement = document.getElementById("canvas");
var canvas = canvasElement.getContext("2d");
var loadingMessage = document.getElementById("loadingMessage");
var outputContainer = document.getElementById("output");
var outputMessage = document.getElementById("outputMessage");
//var outputData = document.getElementById("outputData");
//var outputData = document.getElementById("outputData");
function drawLine(begin, end, color) {
canvas.beginPath();
canvas.moveTo(begin.x, begin.y);
canvas.lineTo(end.x, end.y);
canvas.lineWidth = 4;
canvas.strokeStyle = color;
canvas.stroke();
}
// Use facingMode: environment to attemt to get the front camera on phones
navigator.mediaDevices.getUserMedia({ video: { facingMode: { exact: "environment" } } }).then(function(stream) {
video.srcObject = stream;
video.setAttribute("playsinline", true); // required to tell iOS safari we don't want fullscreen
video.play();
requestAnimationFrame(tick);
localStream = stream;
})
.catch(function(err) {
console.log(err);
/* handle the error */
loader(false)
});
function tick() {
loadingMessage.innerText = "⌛ Loading video..."
if (video.readyState === video.HAVE_ENOUGH_DATA) {
loadingMessage.hidden = true;
canvasElement.hidden = false;
outputContainer.hidden = false;
canvasElement.height = video.videoHeight;
canvasElement.width = video.videoWidth;
canvas.drawImage(video, 0, 0, canvasElement.width, canvasElement.height);
var imageData = canvas.getImageData(0, 0, canvasElement.width, canvasElement.height);
var code = jsQR(imageData.data, imageData.width, imageData.height);
if (code) {
drawLine(code.location.topLeftCorner, code.location.topRightCorner, "#FF3B58");
drawLine(code.location.topRightCorner, code.location.bottomRightCorner, "#FF3B58");
drawLine(code.location.bottomRightCorner, code.location.bottomLeftCorner, "#FF3B58");
drawLine(code.location.bottomLeftCorner, code.location.topLeftCorner, "#FF3B58");
outputMessage.hidden = true;
if(code.data != "" && code.data != undefined){
var dataQR = "qrData=" + code.data;
document.cookie = dataQR;
frmAction('serviceid',true,false);
dataQR)
alert(code.data);
vidOff();
} else {
var dataQR = "qrData=";
document.cookie = dataQR;
document.cookie = "toastMsg=Yes";
frmAction('serviceid',true,false);
vidOff();
}
} else {
outputMessage.hidden = false;
}
}
requestAnimationFrame(tick);
function vidOff() {
video.pause();
video.src = "";
video.srcObject.getVideoTracks().forEach(track => track.stop());
console.log("camera off");
}
}

Using webcam with Javascript to take snapshots

making a page to take snapshots with the webcam. but suddenly it stopped working on every computer. Did i make a typo i cant see myself, or does anyone has an idea too fix this??
added the draw in bit aswell
// Put event listeners into place
window.addEventListener("DOMContentLoaded", function() {
// Grab elements, create settings, etc.
var canvas = document.getElementById("canvas"),
context = canvas.getContext("2d"),
video = document.getElementById("video"),
videoObj = { "video": true },
image_format= "jpeg",
jpeg_quality= 85,
errBack = function(error) {
console.log("Video capture error: ", error.code);
};
// Put video listeners into place
if(navigator.getUserMedia) { // Standard
navigator.getUserMedia(videoObj, function(stream) {
video.src = stream;
video.play();
$("#snap").show();
}, errBack);
} else if(navigator.webkitGetUserMedia) { // WebKit-prefixed
navigator.webkitGetUserMedia(videoObj, function(stream){
video.src = window.URL.createObjectURL(stream);
video.play();
$("#snap").show();
}, errBack);
} else if(navigator.mozGetUserMedia) { // moz-prefixed
navigator.mozGetUserMedia(videoObj, function(stream){
video.src = window.URL.createObjectURL(stream);
video.play();
$("#snap").show();
}, errBack);
}
// Get-Save Snapshot - image
document.getElementById("snap").addEventListener("click", function() {
context.drawImage(video, 0, 0, 640, 480);
// the fade only works on firefox?
$("#video").fadeOut("slow");
$("#canvas").fadeIn("slow");
$("#snap").hide();
$("#reset").show();
$("#upload").show();
You never draw your video to the canvas in this part of the code.
Also, navigator.getUserMedia is not the "standard" anymore, it has been updated to navigator.mediaDevices.getUserMedia which will return a Promise.
var ctx = c.getContext('2d');
var vid = document.createElement('video');
vid.oncanplay = function() {
c.width = this.videoWidth;
c.height = this.videoHeight;
draw();
}
navigator.mediaDevices.getUserMedia({
video: true
}).then((stream) => {
vid.srcObject = stream;
vid.play();
});
function draw() {
ctx.drawImage(vid, 0, 0);
requestAnimationFrame(draw);
}
<canvas id="c"></canvas>
And a fiddle for chrome since it doesn't allow gUM in SO-snippets.
Ps : if you need to support older implementations, check the official WebRTC polyfill, adapter.js

capture image when clicking on the button in javascript

I want to start camera when clicking on the button and show the preview through javascript.
function emitStream() {
// Asking permission to get the user media.
// If permission granted, assign the stream to the HTML 5 video element.
navigator.webkitGetUserMedia({
video: true,
audio: true
}, function(stream) {
that._video = document.querySelector('video');
that._video.src = window.URL.createObjectURL(stream);
});
function takePicture() {
// Assigning the video stream to the canvas to create a picture.
that._canvas = document.querySelector('canvas');
var context = that._canvas.getContext('2d');
context.clearRect(0, 0, 0, 0);
context.drawImage(that._video, 0, 0, 400, 300);
}
}
This code is published or written by David Walsh - Camera and Video Control with HTML5 .. Try the following code----
window.addEventListener("DOMContentLoaded", function() {
// Grab elements, create settings, etc.
var canvas = document.getElementById("canvas"),
context = canvas.getContext("2d"),
video = document.getElementById("video"),
videoObj = { "video": true },
errBack = function(error) {
console.log("Video capture error: ", error.code);
};
// Put video listeners into place
if(navigator.getUserMedia) { // Standard
navigator.getUserMedia(videoObj, function(stream) {
video.src = stream;
video.play();
}, errBack);
} else if(navigator.webkitGetUserMedia) { // WebKit-prefixed
navigator.webkitGetUserMedia(videoObj, function(stream){
video.src = window.webkitURL.createObjectURL(stream);
video.play();
}, errBack);
}
else if(navigator.mozGetUserMedia) { // Firefox-prefixed
navigator.mozGetUserMedia(videoObj, function(stream){
video.src = window.URL.createObjectURL(stream);
video.play();
}, errBack);
}
}, false);
The trigger to is as follows:---
document.getElementById("snap").addEventListener("click", function() {
context.drawImage(video, 0, 0, 640, 480);
});

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