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API 3/6 #3644

Merged
merged 2 commits into from
Jun 6, 2024
Merged

API 3/6 #3644

merged 2 commits into from
Jun 6, 2024

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Suri539
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@Suri539 Suri539 commented Jun 4, 2024

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<title>详情</title>
<p id="getUserInfo_desc">远端用户加入频道后,SDK 会获取到该远端用户的 UID 和 User Account,然后缓存一个包含了远端用户 UID 和 User Account 的 Mapping 表,并在本地触发 <xref keyref="onUserInfoUpdated" /> 回调。收到这个回调后,你可以调用该方法,通过传入 UID 获取包含了指定用户 User Account 的 <xref keyref="UserInfo" /> 对象。</p>
<section id="detailed_desc" deliveryTarget="details" otherprops="no-title">
<p id="getUserInfo_desc">远端用户加入频道后,SDK 会获取到该远端用户的 UID 和 User Account,然后缓存一个包含了远端用户 UID 和 User Account 的 Mapping 表,并在本地触发 <xref keyref="onUserInfoUpdated"/> 回调。</p>
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原文的 “Mapping 表” 显得有点不土不洋,可改成映射表。

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可以找研发补充一点信息,获取了 userinfo 后可以干点啥

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userinfo 里面包含了 uid 和 useraccount 呀..现在的情况是用户可能只拿到了其中一个

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</section>
<section id="related" deliveryTarget="details">
<title>相关回调</title>
<p><xref keyref="onUserInfoUpdated"/></p>
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这个方法跟这个回调是无限套娃的关系么?好奇怪啊……有一个猜测:
原文中 userInfo 参数在 C++ 是个输入/输出参数;输出时包含 User Account 和 UID 的 UserInfo ,所以这个方法在 C++ 就不会有回调了;
userInfo 在其他平台是个普通的输入参数,根据 onUserInfoUpdated 回调获取完整的 UserInfo 对象(这里也很迷,那用户还传 userInfo 干啥)

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猜的很好,下次不许猜了

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这个方法在 C++ 有回调,这里 userinfo 对象作为输入参数,你不需要把用户 id 和 user account 都传入,比如这个对象我只需要传用户 ID,获取到了 user account之后,又会作为 UserInfo 对象返回,其中既包含用户ID,又包含 user account,这个在 c++ 里面还挺常见的

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onUserInfoUpdated 回调是在远端用户加入频道后,sdk 获取了他的 uid 和 useraccount 后触发的

</section>
<section id="timing" deliveryTarget="details">
<title>调用时机</title>
<p props="cpp unreal flutter rn electron">请确保在调用其他 API 前先调用 <xref keyref="createAgoraRtcEngine"/> 和 <apiname keyref="initialize"/> 创建并初始化 <apiname keyref="IRtcEngine"/>。</p>
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这里不用提 initialize,专注于这个方法本身就行:

在所有 API 中,该方法需要第一个被调用。

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这里不用提 initialize,专注于这个方法本身就行 -> 这个方法就是 initialize,为啥不能提?create 方法是创建引擎,initialize 是初始化,要先创建才能初始化,我觉得原文没啥问题。“在所有 API 中,该方法需要第一个被调用。”这个反而会引起误解,让人以为只要先调用 initialize 就可以

<title>详情</title>
<p>SDK 初始化后默认的频道场景为直播场景。你可以调用该方法设置频道的使用场景。SDK 会针对不同的使用场景采用不同的优化策略,如通信场景偏好流畅,直播场景偏好画质。</p>
<section id="detailed_desc" deliveryTarget="details" otherprops="no-title">
<p>你可以调用该方法设置频道的使用场景。SDK 会针对不同的使用场景采用不同的优化策略,如直播场景优先保证画质。SDK 初始化后默认的频道场景为直播场景。</p>
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应该先写 SDK 的默认行为是什么,然后再说这个方法起到什么作用。
因为对于一些有默认行为的 API ,我们并不希望用户去主动调用,而是要看具体的场景。比如这个,默认就是直播场景。
”如直播场景优先保证画质“这个例子其实只说了一半,要么就把直播和通信两个场景下的具体区别写出来。

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4.x 里面不是不区分通信和直播场景了么?如果我们在文档里面突出这两个概念的区别,别人看了文档还是会想要去设置,所以我才把通信的例子删掉了,想要弱化这个概念。

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我写这个逻辑正好跟你是反的,我觉得应该先写这个api本身是做什么事情的,然后再说SDK的默认行为哈哈。一上来直接介绍默认行为有点怪

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4.x 里面不是不区分通信和直播场景了么?如果我们在文档里面突出这两个概念的区别,别人看了文档还是会想要去设置,所以我才把通信的例子删掉了,想要弱化这个概念。

比较纠结的一点是,我们内部是知道不区分,但是在用户界面(API)上,通信场景仍然存在,所以要写就要清楚体现出区别,只写一半就可能会引起疑问

<section id="parameters">
<ul>
<li>为保证实时音视频质量,相同频道内的用户必须使用同一种频道场景。</li>
<li props="android ios cpp unreal bp rn">不同的频道场景下,SDK 的默认音频路由和默认视频编码码率是不同的,详见 <xref keyref="setDefaultAudioRouteToSpeakerphone" /> 和 <xref keyref="setVideoEncoderConfiguration" /> 中的说明。</li>
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默认的编码码率现在是个黑盒了,用户也无法得知,而且不确定文档中是否要体现不同 profile 下的码率区别,具体还是要看用户是否可感知,可以再确认下。

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编码码率感觉可以删掉了,因为视频编码属性里面也把通信模式的码率删掉了

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@Suri539 Suri539 merged commit 4858a53 into master Jun 6, 2024
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