Connections reliability while streaming using Kurento media server - server

Scenario to be achieved:
In an online class there are 20 students and one teacher. Now the teacher wants to enable his audio control and also wants to share the screen with 20 students.
Now similarly, there are 15 online classes running simultaneously by 15 different educators.
We would like you to validate the following points and suggest changes in any point so that our server can handle the load smoothly -
Our Server configuration: Amazon ec-2. medium machine that runs node js
server (that consumes less computational power) and kurento media
server.
Question: Any alternative best server for Kurento to
support the above described load (i.e. best server configuration that Kurento media rever requires in such scenario)?
Our online class architecture: When a teacher enters an online
class, the architecture creates a WebRTCEndPoint for both audio and
screen sharing. Now when a student enters the class the student
connects to both the respective WebRTCEndPoints. On teacher
disconnection and again reconnection(or if teacher wants to change his mic), since there is no concept of re-negotiation in
kurento, all students again have to connect with both new
WebRTCEndPoints of teacher. This increases our CPU usage to maximum
(for one class) and also takes time to 20-30 seconds to restore both
streams (audio and screenshare) on each students computer, sometimes even connection doesn't get reconnected.
Question: Any alternative way to design our architecture without using Hubport concept that in itself consumes loads of cpu usage in mixing streams?

An m3.large might allow you to get those numbers.
If the teacher disconnects, you don't need to throw away the endpoints from the students. It's enough to create a new endpoint for the presenter, and then go through all the viewers connecting them. Nevertheless, there are better options, like the DispatcherOneToMany. There are examples on how to use the dispatcher in the official mailing list.

Related

how to design a realtime database update system?

I am designing a whatsapp like messenger application for the desktop using WPF and .Net. Now, when a user creates a group I want other members of the group to receive a notification that they were added to a group. My frontend is built in C#.Net, which is connected to a RESTful Webservice (Ruby on Rails). I am using Postgres for the database. I also have a Redis layer to cache my rails models.
I am considering the following options.
1) Use Postgres's inbuilt NOTIFY/LISTEN mechanism which the clients can subscribe to directly. I foresee two issues here
i) Postgres might not be able to handle 10000's of clients subscribed directly.
ii) There is no guarantee of delivery if the client is disconnected
2) Use Redis' Pub/Sub mechanism to which the clients can subscribe. I am still concerned with no guarantee of delivery here.
3) Use a messaging queue like RabbitMQ. The producer of this queue will be postgres which will push in messages through triggers. The consumer of-course will be the .Net clients.
So far, I am inclined to use the 3rd option.
Does anyone have any suggestions how to design this?
In an application like WhatsApp itself, the client running in your phone is an integral part of a large and complex event-based, distributed system.
Without more context, it would be impossible to point in the right direction. That said:
For option 1: You seem to imply that each client, as in a WhatsApp client, would directly (or through some web service) communicate with Postgres as an event bus, which is not sound and would not scale because you can only have ONE Postgres instance.
For option 2: You have the same problem that in option 1 with worse failure modes.
For option 3: RabbitMQ seems like a reasonable ally here. It is distributed in nature and scales well. As a matter of fact, it runs on erlang just as most of WhatsApp does. Using triggers inside Postgres to publish messages however does not make a lot of sense.
You need a message bus because you would have lots of updates to do in the background, not to directly connect your users to each other. As you said, clients can be offline.
Architecture is more about deferring decisions than taking them.
I suggest that you start simple. Build a small, monolithic, synchronous system first, pushing updates as persisted data to all the involved users. For example; In a group of n users, just write n records to a table. It is already complicated to reliably keep track of who has received and read what.
This heavy "group" updates can then be moved to long-running processes using RabbitMQ or the like, but a system with several thousand users can very well work without such thing, especially because a simple message from user A to user B would not need many writes.

server push for millions of concurrent connections

I am building a distributed system that consists of potentially millions of clients which all need to keep an open (preferrably HTTP) connection to wait for a command from the server (which is running somewhere else). The load of messages / commmands will not be very high, maybe one message / sec / 1000 clients which means it would be 1000 msg/sec # 1 million clients. => it's basically about the concurrent connections.
The requirements are simple too. One way messaging (server->client), only 1 client per "channel".
I am pretty open in terms of technology (xmpp / websockets / comet / ...). I am using Google App Engine as server, but their "channels" won't work for me unfortunately (too low quotas and no Java client). XMPP was an option but is quite expensive. So far I was using URL Fetch & pubnub, but they just started charging for connections (big time).
So:
Does anyone know of a service out there that can do that for me in an affordable way? Most I have found restrict or heavily charge for connections.
Any experience with implementing such a server yourself? I have actually done that already and it works pretty well (based on Tomcat & NIO) but I haven't had the time yet to actually set up a large load test environment (partially because this is still a fallback solution, I'd prefer a battle hardened msg server). Any experience to how many users you get per GB? Any hard limits?
My architecture also allows to fragment the msg servers, but I'd like to maximize the concurrent connections because the msg processing CPU overhead is minimal.
I have meanwhile implemented my own message server using netty.io. Netty makes use of Java NIO and scales extremely well. For idle connections I get a memory footprint of 500 bytes per connection. I am doing only very simple message forwarding (no caching, storage or other fancy stuff) but with that am easily getting 1000 - 1500 msg / sec (each half a KB) on the small amazon instance (1ECU / 1.6GB).
Otherwise if you are looking for a (paid) service then I can recommend spire.io (they do not charge for connections but have a higher price per message) or pubnub (they do charge for connections but are cheaper per message).
You have to look more in architecture of making such environment.
First of all, if you will write sockets management by yourself, then don't use Thread per Client Socket. Use Asynchronous methods for receiving and sending data.
WebSockets might be too heavy if your messages are small. Because it implements framing, which has to be applied to each message for each socket individually (caching can be used for different versions of WebSockets protocols), that makes them slower to process both directions: for receive and for send, especially because of data masking.
It is possible to create millions of sockets, but only most advanced technologies are capable to do so. Erlang is able to handle millions connections, and is pretty scalable.
If you would like to have millions of connections using other higher level technologies, then you need to think about clustering of what you are trying to accomplish.
For example using gateway server that will keep track of all processing servers. And have data of them (IP, ports, load (if it will be one internal network, firewalling and port forwarding might be handy here).
Client software connects to that gateway server, gateway server checks the least loaded server and sends ip and port to client. Client creates connection directly to working server using provided address.
That way you will have gateway which as well can handle authorization, and wont hold connections for long, so one of them might be enough. And many workers that are doing publishing of data and keeping connections.
This is very related to your needs, and might not be suitable for your solutions.

What is the best, most efficient, Client pool technique with Erlang

I'm a real Erlang newbie (started 1 week ago), and I'm trying to learn this language by creating a small but efficient chat server. (When I say efficient I mean I have 5 servers used to stress test this with hundreds of thousands connected client - A million would be great !)
I have find some tutorials doing so, the only thing is, that every tutorial i found, are IRC like. If one user send a message, all user except sender will receive it.
I would like to change that a bit, and use one-to-one discussion.
What would be the most effective client pool for searching a connected user ?
I thought about registering the process, because it seems to do everything I need, but I really don't think this is the better way to do it. (Or most pretty way to do it anyway).
Does anyone would have any suggestions doing this ?
EDIT :
Every connected client is affected to an ID.
When the user is connected, it first send a login command to give it's id.
When an user wants to send a message to another one the message looks like this
[ID-NUMBER][Message] %% ID-NUMBER IS A FIXED LENGTH
When I ask for "the most effective client pool", I'm actually looking for the fastest way to retrieve/add/delete one client on the connected client list which could potentially be large (hundred of thousands -- maybe millions)
EDIT 2 :
For answering some questions :
I'm using Raw Socket (Using telnet right now to communicate with server) - will probably move to ssl later...
It is my own protocol
Every Client is a spawned Pid
Every Client's Pid is linked to it's own monitor (mostly for debugging reason - The client if disconnected should reconnect by it's own starting auth from scratch)
I have read a couple a book before starting coding, So I do not master yet every aspect of Erlang but I'm not unaware of it, I will read more about it when needed I guess.
What I'm really looking for is the best way to store and search thoses PIDs to send message directly from process to process.
Should I write my own search Client function using lists ?
or should I use ets ?
Or even use register/2 unregister/1 and whereis/1 to maintain my client list, using it's unique id as atom, it seems to be the simplest way to do so, I really don't know if it is efficient, but I'm pretty sure this is the ugly solution ;-) ?
I'm doing something similar to your chat program using gproc as a pubsub (similar to the demo on that page). Each client registers as it's id. To find a particular client, you do a lookup on that client id. To subscribe to a client, you add a property to that process of the client id being subscribed to. To publish, you call gproc:send(ClientId,Message). This covers your use case, the more general room based chat as well, and can handle distributed masterless registry of processes.
I haven't tested to see if it scales to millions, but it uses ets to do the storage and gproc is rock solid code by Ulf Wiger. I wouldn't count on being able to write a better implementation.
I'm also kind of new to Erlang (a couple of months), so I hope this can put you in the correct path :)
First of all, since you're a "newbie", you should know about these sites:
Erlang Official Documentation:
Most common modules are in the stdlib application, so start from there.
Alternative Documentation:
There's a real time search engine, so it is really good when searching
for specific modules.
Erlang Programming Rules:
For you to enter in the mindset of erlang programming.
Learn You Some Erlang Book:
A must read for everyone starting with Erlang. It's really comprehensive
and fun to read!
Trapexit.org:
Forum and cookbooks, to search for common problems faced by programmers.
Well, thinking about a non persistent database, I would suggest the sets or gb_sets modules (documentation here).
If you want persistence, you should try dets (see documentation above), but I can't state anything about efficiency, so you should research this topic a bit further.
In the book Learn You Some Erlang there is a chapter on data structures that says that sets are better for read intensive systems, while gb_sets is more appropriate for a balanced usage.
Now, Messaging systems are what everyone wants to do when they come to Erlang because the two naturally blend. However, there are a number of things to look into before one continues. Messaging basically involves the following things: User Registration, User Authentication, Sessions Management,Logging, Message Switching/routing e.t.c. Now, to do all or most of these, one needs to have a Database, certainly IN-MEMORY, thats leads me to either Mnesia or ETS Tables. Since you are new to Erlang, i suppose you have not yet really mastered working with these. At one moment, you will need to maintain Who is communicating with who, Who is available for Chat e.t.c. Hence you might need to look up things and write things some where.Another thing is you have not told us the Client. Is it going to be a Web Client (HTTP), is it an entirely new protocol you are implementing over raw Sockets ? Which ever way, you will need to master something called: Concurrency in Erlang. If a user connects and is assigned an ID, if your design is A process Per User, then you will have to save the Pids of these Processes or register them against some criteria, yet again monitor them if they die e.t.c. Which brings me to OTP and Supervision trees. There is quite alot, however, tell us more about the Client and Server interaction, the Network Communication you need e.t.c. Or is it just a simple Erlang RPC project you are doing for your own revision ?
EDIT Use ETS Tables, or use Mnesia RAM tables. Do not think of registering these Pids or Storing them in a list, Array or set. Look at this solution which was given to this question

RTP/RTSP start up latency: Would this method help to reduce it, and if yes, why we don't have it

This is probably not the best forum for such a specialized question, but at the moment I don't know of a better one (open to suggestions/recommendations).
I work on a video product which for the last 10+ years has been using proprietary communications protocol (DCOM-based) to send the video across the network. A while ago we recognized the need to standardize and currently are almost at a point of ripping out all that DCOM baggage and replacing it with a fully compliant RTP/RTSP client/server framework.
One thing we noticed during testing over the last few months is that when we switch the client to use RTP/RTSP, there's a noticeable increase in start-up latency. The problem is that it's not us but RTSP.
BEFORE (DCOM): we would send one DCOM command and before that command even returned back to the client, the server would already be sending video. -- total latency 1 RTT
NOW (RTSP): This is the sequence of commands, each one being a separate network request: DESCRIBE, SETUP, SETUP, PLAY (assuming the session has audio and video) -- total of 4 RTTs.
Works as designed - unfortunately it feels like a step backwards because prior user experience was actually better.
Can this be improved? If you stay with the standard, short answer is, NO. However, my team fully controls our entire RTP/RTSP stack and I've been thinking we could introduce a new RTSP command (without touching any of existing commands so we are still fully inter-operable) as a solution: DESCRIBE_SETUP_PLAY.
We could send this one command, pass in types of streams interested in (typically, there's only one video and 0..1 audio). Response would include the full SDP text, as well as all the port information and just like before, server would start streaming instantly without waiting for anything else from the client.
Would this work? any downside that I may not be seeing? I'm curious why this wasn't considered (or was dropped) from official spec, since latency even in local intranet is definitely noticeable.
FYI, it is possible according to the RTSP 1.0 specification:
9.1 Pipelining
A client that supports persistent connections or connectionless mode
MAY "pipeline" its requests (i.e., send multiple requests without
waiting for each response). A server MUST send its responses to those
requests in the same order that the requests were received.
The RTSP 2.0 draft also contains support for pipelining.
However none of the clients/servers I've used implement it AFAIK.

what type of network programming is necessary in iPhone online multiplayer game?

I am asking this question as a small part of my question series regarding game programming .
Refer this question as the main one .
Now suppose I want to develop a game on iphone - a simple online multiplayer board game.
Suppose its a casino table.
In the main question ChrisF has tell me of sort of Client - Server architecture for iphone online multiplayer game.
I want to know what sort network programming I have to do for this type of application .
What will be the responsibilities and activities carried out by client and server .
You can provide me link, tutorials or to the point answers , anything will be great help for me and will be really appreciable .
thanks
You'll want to write a socket application running on a server. When you have access to a wifi access point or edge/3g you can send data to it from your iphone application. This server can then handle the incoming data and send an appropriate reply to the people connected.
For server socket programming, take a look at this guide - http://beej.us/guide/bgnet/.
For iphone specific socket programming, take a look at the samples supplied with the Iphone SDK. This link also has some basic information.
A simple online multiplayer board game
Given that the iPhone isn't always connected to the internet, you might need a server to store state. Alternatively you could always stipulate that if one person loses their connection the game finishes.
Client to client would be the obvious choice for the latter. Both clients have a port they listen to, and send the other commands based on the board state. Like almost all online games the obvious choice would be to use UDP as it's fast and compact.
For the server architecture you will of course need some kind of server listening for commands and a game number. It would store your state in a datastore on the server, a mySQL database for example. UDP or even SOAP or JSON over HTTP would be the two obvious choices for this.
This second approach using JSON/SOAP route would be a lot easier for you to get started with, assuming the iPhone has a decent JSON or SOAP library which is not likely. I have no idea about UDP in Objective C, however in C it requires a certain level of knowledge which won't get you something to play with quickly.
As you already said, you will need a server, but you can have two kinds of design:
The server can serve only as a gateway between the players to connect one to each other: it's two uses are, first, to list the running games, and second, to list the IP addresses of the players so that each client will read the IP addresses and connect to them. This will require less bandwidth and processing power for the web server and more for the client which will host the game. In this configuration, one of the clients will act as a server and will send data to the others. If your game has only one of the players playing at a time, and not a huge lot a players, this is what you should use as what you pay is the server's power.
The server can also store all games' states: it might require far more processing power and/or bandwidth depending on your game.
Anyway, most of the time you will want only one machine (which can change during the game as in the first case) to do the processing and the others will only receive the computed data.
To program a networked game, you will need knowledge of sockets (deep knowledge in the first case because you will have to deal with NAT issues, routers blocking the way between clients). The guide to that is Beej's Guide to Network Programming, the number one ressource on this topic, although it doesn't focus on games.
If not too much processing is needed on the WWW server, you could deal with it with server scripting languages like PHP along with MySQL, but you're most likely to use your own server programmed in C++ (or in C). If you use C++, you might want to use an already existing library such as RakNet.
The client will obviously be programmed in Objective-C as it's on the iPhone. I believe there is a good networking framework looking at the number of online games, so you might as well not want to use an external server networking library.
It might be a bit too much for what you want to do, but you could also use the well known Torque Engine.