* switch the config interface over to use Retina and make the test
button honor rtsp_transport = udp.
* adjust the threading model of the Retina streaming code.
Before, it spawned a background future that read from the runtime and
wrote to a channel. Other calls read from this channel.
After, it does work directly from within the block_on calls (no
channels).
The immediate motivation was that the config interface didn't have
another runtime handy. And passing in a current thread runtime
deadlocked. I later learned this is a difference between
Runtime::block_on and Handle::block_on. The former will drive IO and
timers; the latter will not.
But this is also more efficient to avoid so many thread hand-offs.
Both the context switches and the extra spinning that
tokio appears to do as mentioned here:
https://github.com/scottlamb/retina/issues/5#issuecomment-871971550
This may not be the final word on the threading model. Eventually
I may not have per-stream writing threads at all. But I think it will
be easier to look at this after getting rid of the separate
`moonfire-nvr config` subcommand in favor of a web interface.
* in tests, read `.mp4` files via the `mp4` crate rather than ffmpeg.
The annoying part is that this doesn't parse edit lists; oh well.
* simplify the `Opener` interface. Formerly, it'd take either a RTSP
URL or a path to a `.mp4` file, and they'd share some code because
they both sometimes used ffmpeg. Now, they're totally different
libraries (`retina` vs `mp4`). Pull the latter out to a `testutil`
module with a different interface that exposes more of the `mp4`
stuff. Now `Opener` is just for RTSP.
* simplify the h264 module. It had a lot of logic to deal with Annex B.
Retina doesn't use this encoding.
Fixes#36Fixes#126
Most importantly, in build-ui.bash, fix an extra "&&". This meant
that if the build command fails, it would proceed and cause confusion.
This happened for me: I ran it without the emulation installed. Both
the build-server and deploy stages had problems, but because of the "&&"
the deploy target didn't actually return failure. After I fixed the
emulation problem, there was a bad cached layer.
Also save the build output from the dev stage.