Dealing with duplicated data in MPEG2-TS - udp

I'm using a setup in which I receive duplicated datagrams using UDP-based video streaming with VLC. I wanted to know if there's some field in MPEG-TS (ISO/IEC 13818-1) which I can use for detecting duplicated data and therefore discard it until it reaches the aplication layer.
The problem is that duplicated frames reach the top of the TCP/IP (Application Layer) stack and consequently create conflict with streaming. Continuity Counters (CC) of duplicated data are the same therefore the receiver thinks that there's a gap and skips.

I found the answer, I can rely on the RTP protocol which use sequence numbers and timestamp.

Related

Clear WebRTC Data Channel queue

I have been trying to use WebRTC Data Channel for a game, however, I am unable to consistently send live player data without hitting the queue size limit (8KB) after 50-70 secs of playing.
Sine the data is required to be real-time, I have no use for data that comes out of order. I have initialized the data channel with the following attributes:
negotiated: true,
id: id,
ordered: true,
maxRetransmits: 0,
maxPacketLifetime: 66
The MDN Docs said that the buffer cannot be altered in any way.
Is there anyway I can consistently send data without exceeding the buffer space? I don't mind purging the buffer space as it only contains data that has been clogged up over time.
NOTE: The data is transmitting until the buffer size exceeds the 8KB space.
EDIT: I forgot to add that this issue is only occurring when the two sides are on different networks. When both are within the same LAN, there is no buffering (since higher bandwidth, I presume). I tried to add multiple Data Channels (8 in parallel). However, this only increased the time before the failure occurred again. All 8 buffers were full. I also tried creating a new channel each time the buffer was close to being full and switched to the new DC while closing the previous one that was full, but I found out the hard way (reading Note in MDN Docs) that the buffer space is not released immediately, rather tries to transmit all data in the buffer taking away precious bandwidth.
Thanks in advance.
The maxRetransmits value is ignored if the maxPacketLifetime value is set; thus, you've configured your channel to resend packets for up to 66ms. For your application, it is probably better to use a pure unreliable channel by setting maxPacketLifetime to 0.
As Sean said, there is no way to flush the queue. What you can do is to drop packets before sending them if the channel is congested:
if(dc.bufferedAmount > 0)
return;
dc.send(data);
Finally, you should realise that buffering may happen in the network as well as at the sender: any router can buffer packets when it is congested, and many routers have very large buffers (this is called BufferBloat). The WebRTC stack should prevent you from buffering too much data in the network, but if WebRTC's behaviour is not aggressive enough for your needs, you will need to add explicit feedback from the sender to the receiver in order to avoid having too many packets in flight.
I don't believe you can flush the outbound buffer, you will probably need to watch the bufferedAmount and adjust what you are sending if it grows.
Maybe handle the retransmissions yourselves and discard old data if needed? WebRTC doesn't surface the SACKs from SCTP. So I think you will need to implement something yourself.
It's an interesting problem. Would love to hear the WebRTC W3C WorkGroup takes on it if exposing more info would make things easier for you.

Constant carrier digital transmission in GNURadio with USRP

I'm trying to implement the UPLINK of a Ground Station controlling a small satellite. The idea is that the link should stay always active in between each transmitted telecommand. For this, I need to insert some DUMMY or IDLE sequence bytes such as 0xAA or similar.
I have found that some people already faced a similar issue and posted their questions here:
https://www.ruby-forum.com/t/constant-carrier-digital-transmission/163379
https://lists.gnu.org/archive/html/discuss-gnuradio/2016-08/msg00148.html
So far, the best I could achieve was to modify the EventStream Source block from https://github.com/osh/gr-eventstream in order to preload the vectors with my dummy sequence (i.e. 0xAA) instead of preloading them with zeroes. This is a general overview of the GNURadio graph I'm using:
GNURadio Flowgraph Picture
This solution however introduces a huge latency and the sent message does not appear at the output until a huge amount of time has expired (in the order of several seconds).
Is there a way of programming the USRP using GNURadio so that it constantly sends a fixed sequence which should only be interrupted when an incoming message is passed? I assume that the USRP has the ability of reading tagged streams in order to schedule transmissions. However, I'm not sure how to fit this in my specific application.
Thanks beforehand!
Joa
I believe this could be done using a TCP or UDP source block.
Your control information could be sent to the socket using TCP/UDP. GNU Radio would then collect and transmit the packets. Your master control program would then have to handle the IDLE stuffing but solving the problem external to GNU Radio is easier.
Your master control program would basically do the following:
1. tx control data as needed
2. if no control data ready before next packet must be sent send an IDLE packet

What is the relation between Serialization and streaming?

Always when I find some articles or videos are talking about stream they're necessairly talking about serialization?
what is the relation between those? or to be specific,
Could we say that the data stream always needs serialization or could we find some data stream without serialization?
Firstly, it useful to have a reminder of serial vs parallel communication: if we take a simple example of transmitting a byte, in the parallel case all 8 bits are sent at the same time and in the serial case the 8 bits are sent one by one and the byte built again on the receiving side.
For your video domain example, If you imagine a frame of a video as being a large collection of bytes, lets say 720 by 1280 pixels and each pixel is represented by a byte, then we need 921,600 bytes to represent the frame.
If you are streaming the video you need to send each frame (plus overhead which we'll ignore here for simplicity) from the server to the client device, hence you need to send the 921,600 bytes for each frame.
If you had a very (very!) large parallel connections that could transmit 921,600 bytes in parallel between the server and the client in a single communication then this would be easy to understand.
However, this is almost always not the case, even for much smaller data structures, so serialisation is the name generally given to the process of taking the 921,600 bytes and breaking them down into the size which you can transmit - and that size is often one bit at a time.
Generally a video will be broken down into packets and the packets transmitted to the client. The packets themselves are just collections of bytes also and if the connection allows only a single bit of information to be transmitted at a time, then the packet needs to be broken down and sent 'serially' one bit at a time.
To complicate things, as is commonly the case in computer science and communications, the terms can mean different things in different contexts.
For example you may see it mentioned that you can either stream or 'serialise an object' in some client server communication. What this generally means is that you can either send the raw data 'stream' and let the client be responsible for how to interpret it, or you can use a framework or underlying mechanism which will take an object, convert it into a format that can be transmitted serially, and then reconstruct it on the other end and give it to the client. In fact the actually communication is serial in both cases (if it is using a serial communication channel) so the terms are being used in a different way here.

Get packet loss from Open Flow switch

I am using ryu controller (3.22) to monitor switches (Open vSwitch 2.0.2, supporting Open Flow 1.3), which are a part of virtual network created using mininet (2.1.0). It is a tree topology with depth = 2, and fanout = 5. I am using switch_monitor.py
With the help of controller, I can get port statistics using the EventOFPPortStatsReply decorator. I can get values of rx_packets, rx_bytes, rx_errors, tx_packets, tx_bytes, tx_errors, rx_dropped, tx_dropped etc.
But the values of rx_dropped, tx_dropped come out to be zero always, even when the switches are actually dropping packets, as reported by qdisc (linux command).
How to get packet loss statistics from an Open Flow switch?
a. How to get a non zero value?
b. Is there any alternate way?
qdisc reports what the kernel is dropping, not what the network is dropping. You're getting zero's because the switch isn't dropping frames.
(I don't know if your virtual network system supports simulating frame drops.)
I believe that dropped only cares about packets that are dropped due to actual drop rules or due to buffer overflows.
Another way to calculate packet loss is to compare the packet counts for the two switches on the edge of a link. Suppose you have A <--> B and want to calculate the packet loss rate from A to B. Then you take:
plr(A,B) = (tx_packets(A) - rx_packets(B)) / tx_packets(A))
Beware though that sometimes the counters are reset leading to rx_packets being higher that tx_packets. I am facing this behavior in my SDN software and tend to invalidate the results, if there are strange combinations.

iPhone: Sending large data with Game Kit

I am trying to write an app that exchanges data with other iPhones running the app through the Game Kit framework. The iPhones discover each other and connect fine, but the problems happens when I send the data. I know the iPhones are connected properly because when I serialize an NSString and send it through the connection it comes out on the other end fine. But when I try to archive a larger object (using NSKeyedArchiver) I get the error message "AGPSessionBroadcast failed (801c0001)".
I am assuming this is because the data I am sending is too large (my files are about 500k in size, Apple seems to recommend a max of 95k). I have tried splitting up the data into several transfers, but I can never get it to unarchive properly at the other end. I'm wondering if anyone else has come up against this problem, and how you solved it.
I had the same problem w/ files around 300K. The trouble is the sender needs to know when the receiver has emptied the pipe before sending the next chunk.
I ended up with a simple state engine that ran on both sides. The sender transmits a header with how many total bytes will be sent and the packet size, then waits for acknowledgement from the other side. Once it gets the handshake it proceeds to send fixed size packets each stamped with a sequence number.
The receiver gets each one, reads it and appends it to a buffer, then writes back to the pipe that it got packet with the sequence #. Sender reads the packet #, slices out another buffer's worth, and so on and so forth. Each side keeps track of the state they're in (idle, sending header, receiving header, sending data, receiving data, error, done etc.) The two sides have to keep track of when to read/write the last fragment since it's likely to be smaller than the full buffer size.
This works fine (albeit a bit slow) and it can scale to any size. I started with 5K packet sizes but it ran pretty slow. Pushed it to 10K but it started causing problems so I backed off and held it at 8096. It works fine for both binary and text data.
Bear in mind that the GameKit isn't a general file-transfer API; it's more meant for updates of where the player is, what the current location or other objects are etc. So sending 300k for a game doesn't seem that sensible, though I can understand hijacking the API for general sharing mechanisms.
The problem is that it isn't a TCP connection; it's more a UDP (datagram) connection. In these cases, the data isn't a stream (which gets packeted by TCP) but rather a giant chunk of data. (Technically, UDP can be fragmented into multiple IP packets - but lose one of those, and the entire UDP is lost, as opposed to TCP, which will re-try).
The MTU for most wired networks is ~1.5k; for bluetooth, it's around ~0.5k. So any UDP packet that you sent (a) may get lost, (b) may be split into multiple MTU-sized IP packets, and (c) if one of those packets is lost, then you will automatically lose the entire set.
Your best strategy is to emulate TCP - it sends out packets with a sequence number. The receiving end can then request dupe transmissions of packets which went missing afterwards. If you're using the equivalent of an NSKeyedArchiver, then one suggestion is to iterate through the keys and write those out as individual keys (assuming each keyed value isn't that big on its own). You'll need to have some kind of ACK for each packet that gets sent back, and a total ACK when you're done, so the sender knows it's OK to drop the data from memory.