We are currently in the middle of a large infrastructure rebuild. We are replacing everything from the CRM to the ERP to the CTI.
We have decided to use WebRTC for the CTI. After working with WebRTC for a bit I really see the promise in this technology and started to think that maybe this is the way we want to go for our Webchat as well.
The premise behind this is to be able to add Voice / Video and Screensharing to our chat feature at some point in time.
Since WebRTC is not supported in Safari IE Edge Etc. I am thinking we may be just slightly ahead of ourselves in using WebRTC for text chat.
One thought would be to build it all out as WebRTC determine if the browser allows as default back to XMPP etc.
I have been researching this on my own and have found some options out there like talky.io but in this rebuild we are focusing on not having any third parties involved in our applications (We have had a couple go bye bye with no warning).
Is there a framework / library / open source project out there that tackles part or all of this task?
Is this task as daunting as I think it is going to be or am I overreacting?
Am I crazy, should be locked in a padded room and use an existing chat service?
talky is built ontop of https://github.com/legastero/stanza.io which includes a jingle/webrtc module
Take a look at the Jitsi project (specifically Jitsi Meet). A public version is running at meet.jit.si that you can try out; it uses webrtc for the voice / video, and Jingle / XMPP for the signaling. It is all open source, so you can be sure you won't lose access if the company goes under or something else bad were to happen. The Jitsi team runs it using the Prosody XMPP server; they make a good combination.
Related
Im find https://github.com/cloudwebrtc/flutter-webrtc for use webrtc in flutter. But in repository, the sample is only peer to peer with 2 devices. I have build app for my customer for video call with many people. It's possible use this package for build video conference (2+) in flutter?
Yes, you should be able to establish a video call with many people using WebRTC and this package.
One approach would be to create a new RTCPeerConnection for every new peer in your room.
Check out this example, it does exactly that.
However, since WebRTC is intended for peer-to-peer, this solution is not scalable at all, because you are going to be creating new peer connections exponentially.
With ~6 people, the quality of your call will already be terrible.
If your intention is to have a conference room, you should really look into using a Selective Forwarding Unit (SFU), if you plan to be scalable at all.
Checkout Janus VideoRoom plugin for an open-source SFU implementation, just be aware that it's a bit cumbersome to set it up.
For room video call, or live stream... you have to use a Media server to make it, webrtc just allow 2 peer, need a Media server to be an intermediaries
unfortunately, you cannot use it for 2+ communication, because the main idea of webRTC is connect two sides through P2P.
I'd like to play with the idea of creating a server program that communicates with an iPhone app over socket connections. I've found several guides within Apple's documentation for client side programming (with CFNetwork, NSStream, etc) but I don't know where to begin on programming the server application, or even what language to use, or for that matter, how to deploy and run a server application on my current web hosting package through Go Daddy. A simple instant messenger style application example should get me started, but any advice is appreciated.
if you want to create socket connection is better to use CFNetwork , it has more flexibility for you I already used NSURLConnection but CFNetwork has better performance. this is my steps and how I developed my app :
configuration of server
selection C++ for my server side (service)
start to develop a client-side app for iphone to connect to server using NS classes
but I had some problems in sending and receiving message to and form server . so I changed it to CF classes it works better and faster now.
The easiest way to handle server-to-device communications is to use APNS (Apple Push Notification Services).
Communication in the other direction (device-to-server) can be handled simply with NSUrlConnection.
If you want to write your own socket code for this, well - good luck with that.
Do you want your client application to be able to run on more than one OS? If so, you might want to stay clear of anything Apple specific. Although, if you strictly want to run on iOS, using MusiGenesis' suggestion could save you a ton of time.
I have found that Python and Perl are both pretty great for socket programming. I know that Python has several libraries built in for handling HTTP requests etc. If you want to run your server as a daemon, I found this code very helpful:
http://www.jejik.com/articles/2007/02/a_simple_unix_linux_daemon_in_python/
Here is a general python sockets guide:
http://docs.python.org/howto/sockets.html
Good luck.
I see that Game Kit allows you to develop games with voice chat.
I want to build a more general, peer-to-peer voice chat application, that does not have to live in the Game Center. So a couple questions:
1. What peer to peer system/technologies could be used for this?
2. If I wanted to allow voice chat with a Flash client (i.e. iPhone app <--> Server <---> Flash client on PC) would options for 1 work for this?
I have some experience with RTFMP for Flash to Flash client chat, and no iPhone dev experience, so just want to test out some ideas.
Maybe one idea: build using the Ribbit Platform - they have both Objective-C and Flash SDKs, but this looks more like traditional\SIP calling.
Anyway, would appreciate anything that points me in the right direction.
Thanks.
Now that flash has access to raw Microphone data, you could roll your own client and server; yet, since, currently, it doesn't have UDP sockets in AIR for mobile, you would be forced into considering audio quality vs lagg with even tighter restrictions then usual.
You can now roll your own native extension to make this work; yet, I am assuming you want something that only requires coding in AS3.
Therefore, considering your restrictions, the only real bet would be to use Flash's built-in communications capabilities (e.g. RTMP).
With the above being said, there are opensource alternatives to the array of Adobe's own flash communication servers:
the red5 server, and rtmpd.
IMHO Ribbit's services are kind of pointless.
I want to create a playstation home style multiplayer game for iphone. How can I implement multiplayer in my project? Also, how can I give players a chance to chat? How can I let them create their own avatars to interact? I am a one man developer, with no access to servers. Maybe I can use iPhone game centre???
If you're looking for some kind of platform to build on, there is a product called SmartFoxServer:
http://www.smartfoxserver.com/
I have not used it, but it claims to provide a client API for native Obj-C or Unity3D. It allows for chat features.
If you want to roll your own, I recommend getting started with NodeJS:
http://nodejs.org/
GameCenter does not provide any kind of backend for multiplayer networking, at least not in the way you are implying. If you intend to build a networked multiplayer game over the internet, you most likely need some kind of backend.
Slicehost is a good way of getting a server like NodeJS running quickly and cheaply:
http://www.slicehost.com/
Don't forget that GameKit in iOS allows multiple devices to find each other locally (via Bluetooth or local Wifi) and create sessions. This might be a good starting point for your game. Here's some info on GameKit:
http://developer.apple.com/library/ios/#documentation/NetworkingInternet/Conceptual/GameKit_Guide/Introduction/Introduction.html
I think this would usually be done with webservice interaction against a server. You may be able to develop a webservice and pay a small fee to have it hosted by a web provider, or to use your own machine as (an unreliable) server while proving the concept.
Or you could just use Nextpeer - http://www.nextpeer.com
It makes adding online tournaments to your game real simple.
You can look at Gamooga (http://www.gamooga.com/).
Its a realtime communication platform for multiplayer games so you dont need to worry about building and deploying your own multiplayer servers. You can upload your own server side scripts onto Gamooga's cluster which receive and process your clients' messages. You can use Gamooga's iOS API with in your app to send messages from the client side to your server side scripts. You can download the SDK and look at the demos to start off.
There is a free plan of Gamooga platform too that you can make use of to start with.
Disclosure: I am founder of Gamooga, replying only since its relevant to the question.
I want to make an iPhone app and an application (server) which runs on a PC with Windows. Is there any easy way to do this on the client side (the iPhone), like a library or something?
Looking on Google I found cocoaasyncsocket and xmppframework, but the last commits were done some time ago and before I start my project I want to know if there are other (better) possibilities out there
One option would be to run a web server on the PC, with a set of REST-based services. This approach gives you lots of options for implementation on the server-side, and you'll have lots of possible frameworks to choose from on the client-side as well. One framework you could use on the iPhone is ASIHTTPRequest.
There are lots of advantages to using a web-based approach. There are HTTP frameworks built for almost every device and platform, so if you ever want to interact with the server from the web, an Android device, etc., there will be many tools to help you do that. There are also lots of great tools out there for debugging HTTP interactions.
You could also use a SOAP-based API, but in my opinion SOAP tends to be more complicated than its worth.