FCM Maximum message rate to a single device - firebase-cloud-messaging

per https://firebase.google.com/docs/cloud-messaging/concept-options#device_throttling, it says...
You can send up to 240 messages/minute and 5,000 messages/hour to a single device. This high threshold is meant to allow for short term bursts of traffic, such as when users are interacting rapidly over chat. This limit prevents errors in sending logic from inadvertently draining the battery on a device.
does this mean a device can only receive 240 messages / minute?
or does it mean it can receive 240 messages sent by a particular device?
say, 4 other devices can send 240 messages to a device?

This is a limit on the number of downstream messages that can be sent to a device for the entire project.
Sending messages to a device should only happen from a trusted environment (your development machine, the Firebase console, a server you control, Cloud Functions). There is no ability to send downstream messages with the Firebase client-side SDKs.

Related

Retrieve expired message from iot hub

I send messages C2D, it has a TTL of 90 seconds (default). I have almost 10k devices.
I want to know what all messages were not delivered and towards which device.
Do we have a concept like a dead letter queue with IOT hub, How can I implement this?

Limit total size of inflight iot message

I am using IoTHub device client SDK on an embedded device. The application will send telemetry message to iot hub periodically. The iot device connect to a wireless router and wireless connect to internet via WAN port.
When the wireless router lost internet connection, iot device will not get notified immediately about the disconnection. It takes about 60s to get notified, before that iot device will continue to send telemetry message with IoTHubDeviceClient_LL_SendEventAsync(), all those message get queued in SDK layer and eat memory. Since it's on embedded device with limited resource, memory get eaten up and cause program been killed by a lower memory killer app.
Is there way to specified total size of iot message can be queued in sdk layer? If exceed this quota, IoTHubDeviceClient_LL_SendEventAsync() will failed immediately.
Actually this is also needed for normal scenario too. When iot device send message, seems message been queued in low layer and get flushed out at certain time. I don't see any API that can control the flush. That create another problem, even when there is internet connection, from application level, there is no control of how many message been queued and how long it been queued, in turn, app has no control of how much memory been used by process. On my device, there is system monitor that will kill process use too much memory.
The question is what do you do even in that case if the message failure occurs in the case that the queue is full? Do you lose the information then because of lack of storage capacity? From the IoT perspective, I would recommend in this case to consider if your device is reliable IoT device to handle these edge cases as well. And also knowing the limits of the devices, and knowing how long it can be without the internet connection helps to mitigate these risks from your application, not SDK.
From the GitHub, default sendMessageAsync method throws timeout exception in case your message sending fails, unless you have some kind of retry policies implemented(according to the documentation C SDK does not allow custom retry policies
https://learn.microsoft.com/en-us/azure/iot-hub/iot-hub-reliability-features-in-sdks).
According to the documentation in case of connection failure based on the retry policy(if you have set it), SDK will try to initiate connection this way or that way and queue the messages created in the meantime:
https://github.com/Azure/azure-iot-sdk-c/blob/master/doc/connection_and_messaging_reliability.md
So, an expectation here is that SDK does not take responsibility for the memory limits. This is up to the application to deal. Since your device has some limitations, I would recommend implementing your own queuing mechanism(maybe set no-retry as a policy and that way avoid queuing). That way you have under the control what will happen in the case that there is no internet connection and have under the control memory limitations. Maybe your business case accepts that you calculate an average value and instead of 50 you store 1 message over the time etc..
If this something you do not like, the documentation says also that you set the timeout for the queue - maybe not the memory limit but timeout yes, so maybe you can try to investigate this a bit deeper:
"There are two timeout controls in this system. An original one in the iothub_client_ll layer - which controls the "waiting to send" queue - and a modern one in the protocol transport layer - that applies to the "in progress" list. However, since IoTHubClient_LL_DoWork causes the Telemetry messages to be immediately* processed, sent and moved to the "in progress" list, the first timeout control is virtually non-applicable.
Both can be fine-tuned by users through IoTHubClient_LL_SetOption, and because of that removing the original control could cause a break for existing customers. For that reason it has been kept as is, but it will be re-designed when we move to the next major version of the product."

Message throttling in GCM / FCM push notification

I would like to know what is called Message throttling in Google FCM push notification? I am trying to implement a sample push notification using FCM, but didn't understand about message throttling mentioned in their steps. There is no documentation also found about it.
https://aerogear.org/docs/unifiedpush/aerogear-push-android/guides/#google-setup
Could someone clarify about this term?
This documentation of Throttling by https://stuff.mit.edu explains it really well:
To prevent abuse (such as sending a flood of messages to a device) and to optimize for the overall network efficiency and battery life of devices, GCM implements throttling of messages using a token bucket scheme. Messages are throttled on a per application and per collapse key basis (including non-collapsible messages). Each application collapse key is granted some initial tokens, and new tokens are granted periodically therefter. Each token is valid for a single message sent to the device. If an application collapse key exhausts its supply of available tokens, new messages are buffered in a pending queue until new tokens become available at the time of the periodic grant. Thus throttling in between periodic grant intervals may add to the latency of message delivery for an application collapse key that sends a large number of messages within a short period of time. Messages in the pending queue of an application collapse key may be delivered before the time of the next periodic grant, if they are piggybacked with messages belonging to a non-throttled category by GCM for network and battery efficiency reasons.
On a simpler note, I guess you can simply see throttling like a funnel that prevents an overflow of messages (normally for downstream messaging), regulating the in-flow of messages to avoid flooding.
For example, you send 1000 messages to a single device (let's also say that all is sent successfully), there's a chance that GCM will throttle your messages so that only a few would actually push through OR each message will be delivered but not simultaneously to the device.

Losing data with UDP over WiFi when multicasting

I'm currently working a network protocol which includes a client-to-client system with auto-discovering of clients on the current local network.
Right now, I'm periodically broadsting over 255.255.255.255 and if a client doesn't emit for 30 seconds I consider it dead (then offline). The goal is to keep an up-to-date list of clients runing. It's working well using UDP, but UDP does not ensure that the packets have been sucessfully delivered. So when it comes to the WiFi parts of the network, I sometimes have "false postivives" of dead clients. Currently I've reduced the time between 2 broadcasts to solve the issue (still not working well), but I don't find this clean.
Is there anything I can do to keep a list of "online" clients without this risk of "false positives" ?
To minimize the false positives, due to dropped packets you should alter a little bit the logic of your heartbeat protocol.
Rather than relying on a single packet broadcast per N seconds, you can send a burst 3 or more packets immediately one after the other every N seconds. This is an approach that ping and traceroute tools follow. With this method you decrease significantly the probability of a lost announcement from a peer.
Furthermore, you can specify a certain number of lost announcements that your application can afford. Also, in order to minimize the possibility of packet loss using wireless network, try to minimize as much as possible the size of the broadcast UDP packet.
You can turn this over, so you will broadcast "ServerIsUp" message
and every client than can register on server. When client is going offline it will unregister, otherwise you can consider it alive.

UDP broadcast/multicast vs unicast behaviour (dropped packets)

I have an embedded device (source) which is sending out a stream of (audio) data in chunks of 20 ms (= about 330 bytes) by means of a UDP packets. The network volume is thus fairly low at about 16kBps (practically somewhat more due to UDP/IP overhead). The device is running the lwIP stack (v1.3.2) and connects to a WiFi network using a WiFi solution from H&D Wireless (HDG104, WiFi G-mode). The destination (sink) is a Windows Vista PC which is also connected to the WiFi network using a USB WiFi dongle (WiFi G-mode). A program is running on the PC which allows me to monitor the amount of dropped packets. I am also running Wireshark to analyze the network traffic directly. No other clients are actively sending data over the network at this point.
When I send the data using broadcast or multicast many packets are dropped, sometimes upto 15%. However, when I switch to using UDP unicast, the amount of packets dropped is negligible (< 2%).
Using UDP I expect packets to be dropped (which is OK in my Audio application), but why do I see such a big difference in performance between Broadcast/Multicast and unicast?
My router is a WRT54GS (FW v7.50.2) and the PC (sink) is using a trendnet TEW-648UB network adapter, running in WiFi G-mode.
This looks like it is a well known WiFi issue:
Quoted from http://www.wi-fiplanet.com/tutorials/article.php/3433451
The 802.11 (Wi-Fi) standards specify support for multicasting as part of asynchronous services. An 802.11 client station, such as a wireless laptop or PDA (not an access point), begins a multicast delivery by sending multicast packets in 802.11 unicast data frames directed to only the access point. The access point responds with an 802.11 acknowledgement frame sent to the source station if no errors are found in the data frame.
If the client sending the frame doesnt receive an acknowledgement, then the client will retransmit the frame. With multicasting, the leg of the data path from the wireless client to the access point includes transmission error recovery. The 802.11 protocols ensure reliability between stations in both infrastructure and ad hoc configurations when using unicast data frame transmissions.
After receiving the unicast data frame from the client, the access point transmits the data (that the originating client wants to multicast) as a multicast frame, which contains a group address as the destination for the intended recipients. Each of the destination stations can receive the frame; however, they do not respond with acknowledgements. As a result, multicasting doesnt ensure a complete, reliable flow of data.
The lack of acknowledgments with multicasting means that some of the data your application is sending may not make it to all of the destinations, and theres no indication of a successful reception. This may be okay, though, for some applications, especially ones where its okay to have gaps in data. For instance, the continual streaming of telemetry from a control valve monitor can likely miss status updates from time-to-time.
This article has more information:
http://hal.archives-ouvertes.fr/docs/00/08/44/57/PDF/RR-5947.pdf
One very interesting side-effect of the multicast implementation (at the WiFi MAC layer) is that as long as your receivers are wired, you will not experience any issues (due to the acknowledgement on the receiver side, which is really a unicast connection). However, with WiFi receivers (as in my case), packet loss is enormous and completely unacceptable for audio.
Multicast does not have ack packets and so there is no retransmission of lost packets. This makes perfect sense as there are many receivers and it's not like they can all reply at the same time (the air is shared like coax Ethernet). If they were all to send acks in sequence using some backoff scheme it would eat all your bandwidth.
UDP streaming with packet loss is a well known challenge and is usually solved using some type of forward error correction. Recently a class known as fountain codes, such as Raptor-Q, shows promise for packet loss problem in particular when there are several unreliable sources for the data at the same time. (example: multiple wifi access points covering an area)