Flash media server delayed streaming - red5

I have a RED5 server I'm using to pass a live streaming between users' cameras.
What I need now is a way to create a delayed broadcast of the camera (intended delay) so that "super users" will be able to see it immediately and others will get it 10-15 seconds later.
If FMS is better for that, I will be happy to know why and how too.
Any help will be appreciated.

I found a way of doing this and posted it here:
http://rialog.blogspot.com/2010/04/delayed-stream-using-fms-for-semi-live.html
Plaese note that the code in this post is pseudo code only..

Decrease the bit rate of output video depends upon the speed of the connections.

Related

Is it possible to stream the output of an ffmpeg command to a client with dot net core?

I'm trying to take two videos and transform them with ffmpeg into a single video. It works great if you take the two videos, run them through ffmpeg and then serve that file up via an API. Unfortunately the upper range for these videos is ~20 minutes, and this method takes too long to create the full video (~30 seconds w/ ultrafast).
I had an idea to stream the output of the ffmpeg command to the client which would eliminate the need to wait for ffmpeg to create the whole video. I've tried to proof this out myself and haven't had much success. It could be my inexperience with streams, or this could be impossible.
Does anyone know if my idea to stream the in-progress output of ffmpeg is possible / feasible?
you should check hangfire. I used this for running the process on the background, and if it needs a notification, signalR will help you
What do you mean by "streaming" ? Serving the result of your command to an http client on the fly ? Or your client is some video player that play the video (like a VLC player receiving a tcp stream of 4 IP cameras) ?
Dealing with video isn't a simple task, and you need to choose your protocols, tools and even hardware carefully.
Based on the command that you send as an example, you probably need some jobs that convert your videos.
Here's a complete article on how to use Azure Batch to process using ffmeg. You can use any batching solution if you want (another answer suggests Hangfire and it's ok too)

navigator.connection downlink shows a maximum of 10Mbps

Using this API: https://developer.mozilla.org/en-US/docs/Web/API/Network_Information_API
You can run $ navigator.connection in a browser console to receive your different values regarding your network connection.
However the downlink attribute is a max of 10 (aka 10Mbps). Why is it capped here? Doesn't really help me since I need more info since I am deciding whether a client can handle HD video that may very well require over 10Mbps, thanks.
I found the answer in the comments to this answer: https://stackoverflow.com/a/47511842/3973137
Turns out Chrome caps it at 10 Mbps to prevent fingerprinting

Puppeteer: WebRTC statistics

I am planning to use Puppeteer for WebRTC call. I hope it should be easy. I am not sure how do I collect statistics like WebRTC call is passed or failed, how many media packets (UDP packets exchanged), stun / turn pass fail, media parameters like jitter, delay etc.
Can somebody please help me to understand, using Puppeteer how can one collect WebRTC related statistics.
There is a well known WebRTC test engine based on selenium and selenium grid called KITE. For references, and quick start you can check the simple KITE-AppRTC-Test implementation to see how they are collecting the stats, and show them. You might want to run the demos as well because it seems to have the results you are looking for.
Among many other approaches one might be -
Collect WebRTC connection metrics by calling getStats API. What you see in chrome://webrtc-internals is a visual representation of this getStats API that collects getStats snapshots in regular interval, and showing them after some post-processing.
Collect getStats data from puppeteer page.evaluate, send it to server and then analyse the data realtime or at the end of call based on your use case.
There are quite good amount of opensource work done by WebRTC experts on how you can collect WebRTC data, send them to server and represent them
https://github.com/fippo/webrtc-externals
https://github.com/fippo/webrtc-dump-importer
https://github.com/fippo/dump-webrtc-event-log

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...)

Continuous device and connection issues with routed Tokbox session

We’ve been using the Tokbox platform for several months now with a Javascript web-client as well as an Android phone client, where sessions and connections are managed by a Python server. While integration and bring-up went well on both ends (client and server), we continue to encounter problems with the in-session audio and video experience.
Sessions are always routed and always between two participants only, with much use of a collaborative editor.
The in-session experience is like a coin toss: we never know how it’s going to go, and that’s becoming a business threat.
Web-Client: A/V Resources
The most common problem is the acquisition of audio and/or video: at the beginning of a session, one or the other participants may have problems hearing or seeing the other. Allocating a new connection to establish new streams does not fix that, nor does restarting the browser.
Question: What’s the recommended way to detect possible resource locks (e.g. does another application hog the camera/microphone)?
Web-Client: Network
Bandwidth and packet loss are a challenge, for example this inspector graph:
Audio and video of both participants is all over the place, and while we can not control the network connections the web-client should be able to reliably give useful information.
Question: Other than continuous connection monitoring with getStats() and maybe the experimental navigator.connection property, how can the web-client monitor network connectivity?
Pre-Call Test
We recommend to customers to run a pre-call test and have implemented it on our site as well. However, results of that test often times do not reflect the in-session connectivity. Worse, a pre-call test may detect a low (no video) bandwidth while Skype works just fine.
Question: How can that be?
I'm a member of the TokBox development team. I remember you reported an issue with the Python SDK, thanks for that!
Web-Client: A/V Resources
Most acquisition issues are detected by the JS SDK and if they aren't then we'd really like to hear about it! Please report reproduction steps or affected session IDs to TokBox support (referencing this StackOverflow question): https://support.tokbox.com/hc/en-us/requests/new
Most acquisition errors appear as OT_HARDWARE_UNAVAILABLE or OT_MEDIA_ERR_ABORTED errors. Are you detecting and surfacing these errors to your users? There is also the special OT_CHROME_MICROPHONE_ACQUISITION_ERROR error which is due to a known issue with Chrome that has been mostly fixed since Chrome 63 (see https://bugs.chromium.org/p/webrtc/issues/detail?id=4799).
Web-Client: Network
Unfortunately this is one of the more difficult issues to troubleshoot. Yes, Subscriber#getStats() is the best tool we have at our disposal and is a wrapper around the native RTCPeerConnection#getStats() function. Unfortunately we don't have much control over the values returned by the native function and if you think our SDK is returning incorrect values when compared with values from RTCPeerConnection#getStats() then please let us know!
It would be worthwhile confirming whether the issue is reproducible in all browsers or only a particular one. If you have detailed data regarding the inaccuracy of the native RTCPeerConnection#getStats() function then we could work together to report it to the browser vendor(s).
Fortunately we have just released the new Publisher#getStats() function which lets you get the publisher side of the stats. This should help you narrow down the cause of a connectivity issue to either a publisher or subscriber side. Please let us know if this helps with tracking down these issues.
Pre-Call Test
Again, these tests are based on Subscriber#getStats() which in turn are based on RTCPeerConnection#getStats(), the accuracy of which is out of our hands, but we'd love any reproduction steps to either fix a bug in our client SDK or report a bug to the browser vendors.
Just to confirm though, when you say you've implemented a pre-call test in your site, did you use the official JavaScript network test module? https://github.com/opentok/opentok-network-test-js This is actually what's used by the TokBox pre-call test.
#Aiham, thanks for responding, I've been looking at the the new Publisher#getStats() you linked to (thank you!), so we too can give our users some way of visibly seeing the network conditions that might be affected the quality of their call (and who's causing it). However, it seems as though bytes / packets sent goes up sharply as the number of subscribers increases, even though we're in a routed session.
Am I wrong to expect the Publisher#getStats() statistics to stay fairly stable regardless of the number of subscribers then receiving that stream in a routed session? I expected the nature of a routed call to mean it's sent once to the OpenTok Media Servers, and the statistics would end there.