EWS: Streaming Notifications vs Push Notifcations - notifications

Microsoft Exchange introduced Streaming notifications as an alternative to pull/push notifications with Exchange 2010. Basic introduction on streaming can be found on this msdn article and blog
However, I cant figure out the actual advantage of streaming over push notifications.
The only advantage mentioned in the blog is "..and you don’t have to create a listener application as for the push notifications." Apart from that, are there any other advantages and disadvantages?
How do other factors like managing the subscription, re-subscription logic, scalability, max num of subscriptions, etc compare over push? Also, Streaming subscription has a maximum alive time of 30 mins and I would have to re-subscribe every 30 mins? Isnt that a disadvantage for a large number of subscriptions(my application has to manage 20K+ mailboxes)?
Any light on the comparison factors would be helpful.

The main reason for Streaming Notifications (SNs) is Exchange Online. You can't have EOL opening up an HTTP connection to an application potentially behind a firewall. Even within a corporate network there are firewall issues. I've had several cases where my app could not get Push Notifications (PNs) because of the firewall on its own server.
On the surface SNs would also seem to be more efficient because each notification is not opening up its own TCP connection, but rather they flow in on a single pipe. After doing some Wiresharking on this, I'm not really convinced this is so because it seems like under the covers they're doing Long Polling, so each notification coming in will cause a new HTTP call back up to Exchange.
The 30 minute max is no big deal, just reopen the connection in the handler and you're done--you don't have to actually re-subscribe. In fact, I am of the opinion that I want to lower that even more to say 3 minutes. You apparently cannot add new subscriptions or remove old ones except within the disconnect handler. (Try it, and you get errors.)
And yes, you don't have to code an HTTP handler, which is nice I guess.

Related

Simple time-based chest push notification setup

Hello I am trying to create a simple push-notification system similar to this common use case:
1. The user gets a chest and can either watch an ad to skip the wait time or wait one hours for the chest to open. The app sends an upstream request which sets up a downstream push notification that shall be delivered in one hour to let the user know the chest is ready.
2a. The user then waits an hour, gets a push notification (outside of the app) to open their chest and they do!
or
2b. They wait 20 minutes then decide to watch the ad. The app sends an upstream request which cancels the pending push notification which would have otherwise been delivered in 40 minutes.
Okay awesome so that is the problem and I am having a hard time understanding how to do this. I have looked over the documentation for each of these programs but they seem designed for downstream push notifications. It just seems odd there is no built-in support for this use case. It seems like such a common use case.
I so far found 3 solutions that will integrate into my cross-platform Unity setup and provide services for free or super-cheap:
Amazon Simple Notification Service (SNS)
Google Firebase Cloud Messaging (FCM)
OneSignal
Amazon seems to group clients into "Topics" so I guess I would be setting up a one-device-topic and essentially. I can subscribe and unsubscribe from them but it doesn't seem to support a topic with a 60 minute delay.
2a. Create a topic: https://docs.aws.amazon.com/sns/latest/dg/sns-tutorial-create-topic.html (it would just include the current device)
2b. Subscribe to it
2c. Send a message to it https://docs.aws.amazon.com/sns/latest/dg/sns-tutorial-publish-message-with-attributes.html
So basically I can add attributes to my message but it would seem I need to implement the server-side code to read a delay attribute then somehow queue a message for delay. Maybe I am missing something?
For Firebase I pretty much see the same thing as Amazon. There are topics https://firebase.google.com/docs/cloud-messaging/android/topic-messaging and a means to send upstream messages https://firebase.google.com/docs/cloud-messaging/android/send-with-console but with the messages I don't see anyway here to get the time delay https://firebase.google.com/docs/cloud-messaging/unity/topic-messaging I see conditions towards the bottom of that article but I don't know if it is meant for this use case.
OneSignal has the easiest to scroll-through API. I'll refer to some strings that you can CTRL-F by using the format ("Create Notif") because everything is on this one page: https://documentation.onesignal.com/reference
So basically I can ("Send to Specific Devices") which I guess would be the sending device, then I can ("Schedule notification for future delivery.") using the send_after parameter. And finally, if need be, I can ("Cancel notification"). So this appears to be everything I need. I'm currently looking at this option and trying to figure out how to actually get this working.
So there is my progress over the last few hours researching each of these options. I am hoping you can help me better understand how I may be misunderstanding the above options as this seems to me a very common use-case. Perhaps I am just not googling the question correctly. Any help appreciated.
Whenever there's a likelihood that you'll need to cancel a significant percent of the notifications you send, you should use local notifications. That way you can easily schedule and cancel them locally without making any network requests. Also, this solution works for offline devices which is great for games (played on planes, etc...)

Async WCF and Protocol Behaviors

FYI: This will be my first real foray into Async/Await; for too long I've been settling for the familiar territory of BackgroundWorker. It's time to move on.
I wish to build a WCF service, self-hosted in a Windows service running on a remote machine in the same LAN, that does this:
Accepts a request for a single .ZIP archive
Creates the archive and packages several files
Returns the archive as its response to the request
I have to support archives as large as 10GB. Needless to say, this scenario isn't covered by basic WCF designs; we must take additional steps to meet the requirement. We must eliminate timeouts while the archive is building and memory errors while it's being sent. Both of these occur under basic WCF designs, depending on the size of the file returned.
My plan is to proceed using task-based asynchronous WCF calls and streaming mode.
I have two concerns:
Is this the proper approach to the problem?
Microsoft has done a nice job at abstracting all of this, but what of the underlying protocols? What goes on 'under the hood?' Does the server keep the connection alive while the archive is building (could be several minutes) or instead does it close the connection and initiate a new one once the operation is complete, thereby requiring me to properly route the request through the client machine firewall?
For #2, clearly I'm hoping for the former (keep-alive). But after some searching I'm not easily finding an answer. Perhaps you know.
You need streaming for big payloads. That is the right approach. This has nothing at all to do with asynchronous IO. The two are independent. The client cannot even tell that the server is async internally.
I'll add my standard answers for whether to use async IO or not:
https://stackoverflow.com/a/25087273/122718 Why does the EF 6 tutorial use asychronous calls?
https://stackoverflow.com/a/12796711/122718 Should we switch to use async I/O by default?
Each request runs over a single connection that is kept alive. This goes for both streaming big amounts of data as well as big initial delays. Not sure why you are concerned about routing. Does your router kill such connections? That's a problem.
Regarding keep alive, there is nothing going over the wire to do that. TCP sessions can stay open indefinitely without any kind of wire traffic.

Number of concurrent connections to GCM service

We are sending push notifications to Android devices via GCM API.
People are allowed to subscribe to different topics and receive alert every couple of days.
There is between 100_000 to 1_000_000 users subscribed for given topic, so we wanted to speed things up using more than ten connections.
We see answers with retry, so we retry after specified period of time as stated in the docs.
Can we get rid of retires by using more connections and sending the requests slower?
Or is the quota set for given API key and starting more connections will even hurt us?
EDIT:
We are using GCM HTTP interface. To be precise erlang-gcm library: https://github.com/pdincau/gcm-erlang We are sending message to 1M users. We are not sending to topic. We are performing multicast send to list of users. gcm-erlang library allows us to pass 1000 users per request (which is also the limit of GCM API). This means, we have to perform at least 1000 requests.
It takes something around 10 minutes to process all those 1000 requests, so we wanted to make them in parallel, but it doesn't make it faster. Here I've found information on throttling: https://stuff.mit.edu/afs/sipb/project/android/docs/google/gcm/adv.html#throttling
"Messages are throttled on a per application"
Does it mean, that even if this are messages to different users, we are still throttled, because they are using single API key for our mobile application?
Will the XMPP endpoint faster?
It is weird that parallelizing requests didn't make them faster. How come? Are you sure that the bottleneck is not on your side?
No, it doesn't look like you're throttled (you would receive errors if you were instead of waiting on line)
I still don't understand why topics don't work for you. They seem like a good match.
Anyway, if you want to send messages individually, I would highly recommend switching to XMPP. You will be able to send one hundred messages at a time per connection and open up to 1000 connection (but you're not gonna need that much really).

Event notification on new e-mail in IBM Domino

Is it possible to subscribe to mail events on an IBM Domino server?
I need a service similar to the one provided by Microsoft Exchange Event Notification, where you can subscribe to events and get notified when there are changes - eg. arrival of a new e-mail. I need the solution to be server side, since I can't rely on users having their client running.
Unfortunately, as per my comment above, there is no pre-packaged equivalent to the push, pull and streaming subscription services that EWS supports. A Notes client can get notifications via Notes RPC protocol, and there's also obviously some technology in IBM's Notes Traveler mobile product, but nothing that I'm aware of as a pre-packed web service or even as a notifications API. You would have to build it. There are a variety of ways you could go about it.
For push or streaming subscriptions, one way would be with a Notes C API plugin using the Extension Manager, running on the server and monitoring the mailboxes. You might be able to use a DSAPI plugin into Domino's HTTP stack to manage the incoming connections and feed the data out to subscribers, but honestly I have no idea if Domino's HTTP stack can handle the persistent connections that are implied in the subscription model. Alternatively, the Extension Manager plugin could quickly send the data over to code written in any other language that you want, running on any web stack that. Of course, you'll have to deal with security through all the linked-together parts.
For pull subscriptions, I guess it's really more of a polling archiecture, with state saved somewhere so that only changes since the last call will be delivered. You have any number of options for that. You could use Domino's built-in HTTP server, obviously, so you could write your own Domino-hosted web service for this. You could also use the Domino Data Service, which is a REST API, to do this -- with all necessary state information being stored on the client-side. (On quick look, I don't see a good option for getting all new docs since a specified date-time via Domino Data Service, but it might be possible.)
I do worry a bit about scalability of any custom solution for this. My understanding is that Microsoft has quite a bit of caching and optimization in their services in order to address scale. Obviously, you can build whatever you need for that into your own web service, but it will likely add a lot of effort.

Is the GameKit's communication reliable with GKMatchSendDataReliable?

I'm working with GameKit.framework and I'm trying to create a reliable communication between two iPhones.
I'm sending packages with the GKMatchSendDataReliable mode.
The documentation says:
GKMatchSendDataReliable
The data is sent continuously until it is successfully received by the intended recipients or the connection times out.
Reliable transmissions are delivered in the order they were sent. Use this when you need to guarantee delivery.
Available in iOS 4.1 and later. Declared in GKMatch.h.
I have experienced some problems on a bad WiFi connection. The GameKit does not declare the connection lost, but some packages never arrive.
Can I count on a 100% reliable communication when using GKMatchSendDataReliable or is Apple just using fancy names for something they didn't implement?
My users also complain that some data may be accidentally lost during the game. I wrote a test app and figured out that GKMatchSendDataReliable is not really reliable. On weak internet connection (e.g. EDGE) some packets are regularly lost without any error from the Game Center API.
So the only option is to add an extra transport layer for truly reliable delivery.
I wrote a simple lib for this purpose: RoUTP. It saves all sent messages until acknowledgement for each received, resends lost and buffers received messages in case of broken sequence.
In my tests combination "RoUTP + GKMatchSendDataUnreliable" works even beter than "RoUTP + GKMatchSendDataReliable" (and of course better than pure GKMatchSendDataReliable which is not really reliable).
It nearly 100% reliable but maybe not what you need sometimes… For example you dropped out of network all the stuff that you send via GKMatchSendDataReliable will be sent in the order you've send them.
This is brilliant for turn-based games for example, but if fast reaction is necessary a dropout of the network would not just forget the missed packages he would get all the now late packages till he gets to realtime again.
The case GKMatchSendDataReliable doesn't send the data is a connection time out.
I think this would be also the case when you close the app