[RTW] peer-to-peer connection API thoughts

Stefan Håkansson LK stefan.lk.hakansson at ericsson.com
Wed Jan 5 13:33:12 CET 2011


Hi Matthew,

good input. I agree to your baseline points.

Regarding API design in general, I think that it is important that we get feedback from web developers and browser vendors, so API design related discussions should happen in the W3C space in my view.

For the peer-to-peer connection API, a lot of what you bring up is related to functional split between the web app, the browser and the rendezvous/helper server.

If I understand correctly, B and E would, apart from the web server only need a STUN (possibly TURN, but in the simplest case only STUN) server as support. Find and connect is handled by the application. A, C and D would need more functionality in the network (rendezvous).

What has been discussed so far is more in the lines of B and E, and I think that is the path we should follow. 

We are doing some testing with the ConnectionPeer API, which is to my understanding close to B in your list, as descibed in the WhatWG html draft (http://www.whatwg.org/specs/web-apps/current-work/multipage/commands.html#peer-to-peer-connections). I will come back with some experiences from that work shortly.

Br,
Stefan 

> -----Original Message-----
> From: rtc-web-bounces at alvestrand.no 
> [mailto:rtc-web-bounces at alvestrand.no] On Behalf Of Matthew Kaufman
> Sent: den 5 januari 2011 03:01
> To: RTC-Web at alvestrand.no
> Subject: [RTW] peer-to-peer connection API thoughts
> 
> I spent the holidays thinking about various ways of dealing 
> with the connection API problem, and I thought I might put 
> those thoughts out for some discussion rather than trying to 
> pick one and write it up as a draft specification.
> 
> There's obviously a few models one might build upon for how 
> to represent the peer-to-peer connections and bring them to 
> life. The WebSockets API ( 
> http://dev.w3.org/html5/websockets/ ) is a solution to the 
> client-server connection problem, and the way Flash Player 
> extended its NetConnection and NetStream objects to support 
> peer-to-peer connectivity over RTMFP ( 
> http://help.adobe.com/en_US/FlashPlatform/reference/actionscri
> pt/3/flash/net/NetStream.html
> ) is another model. And of course
> draft-alvestrand-dispatch-rtcweb-datagram ( 
> http://tools.ietf.org/html/draft-alvestrand-dispatch-rtcweb-da
> tagram-00
> ) hints at how a URL scheme might be applied to some of this problem.
> 
> I believe the following items are givens, though feedback is 
> of course welcome on these points as well:
> 
> 1. When it is possible to establish a peer-to-peer connection 
> for media, that should be supported (and is probably preferred)
> 
> 2. Supporting peer-to-peer connections for media in the face 
> of NA(P)T and firewalls will require UDP, and UDP 
> hole-punching techniques (UDP is also preferable for 
> delay-sensitive media)
> 
> 3. Enabling a browser to send UDP datagrams to script- or 
> server-designated IP addresses and ports is unsafe unless a 
> handshake is used to verify that the other end is a willing 
> participant
> 
> 4. STUN Connectivity Check probes and responses (with short-term
> credentials) are a sufficiently strong handshake for the 
> above (and this then suggests that ICE or a variant thereof 
> is a good approach for the NAT traversal)
> 
> 5. Given NAT and firewalls, it will also be necessary to 
> support relayed UDP traffic; that is to say, a traffic flow 
> which is peer-relay server-peer
> 
> 6. Given NAT and firewalls, it will further be necessary to 
> support transporting the same media traffic over a TCP 
> connection, for cases where UDP is blocked. This could be a 
> TCP tunnel of the UDP datagrams, WebSockets, or something else.
> 
> -----
> 
> 
> A few possible programming models to support this then 
> present themselves, though this is by no means an exhaustive list...
> 
> A. A single connection object which can magically make everything work
> 
> In this scenario the API is essentially "var connection = new 
> PeerConnection(destinationSpecifier);".
> 
> The destinationSpecifier would contain enough information for 
> the PeerConnection object's implementation to: use ICE to 
> attempt to open a direct or relayed connection over UDP, or 
> failing that, TCP. It would contain the information necessary 
> to communicate with an intermediary server as the ICE 
> negotiation proceeds as well (a "low bandwidth" 
> signaling channel is required between a pair of peers in many 
> cases for exchange of pertinent information before the media 
> connection can be established).
> 
> B. A single connection object which does most of the magic, 
> but with the low-bandwidth signaling made external though events
> 
> In this case, the API is the same as above, but rather than 
> providing in the destiniationSpecifier some sort of server 
> address for the "low bandwidth signaling" the connection 
> object would instead fire events containing (essentially 
> opaque to the channel, but in an agreed format) the data 
> which needed to be transported to the other side. A 
> corresponding API on the far end's "listening" connection 
> object would allow for the data to be injected at the far 
> end. The script implementer would simply need to wire the 
> event up to an existing transport mechanism (HTTP, WebSockets).
> 
> C. A connection object which does most of the magic, but with 
> a parent object that is the connection to the signaling mechanism
> 
> This is the approach Flash Player has taken. The 
> NetConnection is opened to the rendezvous-handling server 
> (which can also act as a media relay), NetStreams are then 
> opened either to that relaying server or directly to other 
> peers. These peer-to-peer NetStreams use the open 
> NetConnection for the peer setup signaling (determining the 
> far IP addresses, requesting NAT hole-punching, etc.)
> 
> D. Multiple connection objects
> 
> In this case, the API is similar to case A for the UDP 
> peer-to-peer channel but a *different* API and connection 
> object (perhaps an extension of the existing WebSocket API) 
> is used for the client-server fallback cases. This requires 
> the script to determine when a direct connection cannot be 
> made (which sometimes cannot be determined without trying it 
> out). Makes the programming model more complex, but avoids 
> duplication, as existing client-server models can be used for 
> all relayed (and server-based) media cases without there 
> being two (or more) different ways to move real-time media 
> from a server to a browser (and vice versa).
> 
> E. Script-intensive (but flexible) components
> 
> In this model, an API exists which exposes a nearly bare UDP 
> socket, but with permissions restricted such that traffic may 
> not be sent unless handshake probes are sent and received. 
> Maximum flexibility, at some significant cost in script 
> complexity (though this could be encapsulated into 
> well-known, even open-source, libraries).
> 
> An example API for this is would be:
>    var connection = new PeerConnection(ICEusernameString, 
> ICEpasswordString);
>       opens the local UDP port, nothing is permitted at this point
>    PeerConnection.testConnectivity(farSockaddrString, 
> farUsernameString, farPasswordString);
>       sends STUN connectivity checks
>    PeerConnection.onConnectivityTest(receivedSockaddrString, 
> usenameString);
>       event that fires when a connectivity test is received 
> with valid credentials. Browser also automatically generates 
> the transaction response.
>    PeerConnection.onConnectivitySuccess(receivedSockaddrString,
> reflexiveAddrString, usernameString);
>       event that fires when the connectivity test transaction 
> response arrives... Browser then adds this destination to a 
> whitelist of addresses that media streams may be sent to
>    PeerConnection.openMediaSession(sockaddrString)
>       fails immediately if the address isn't on the 
> whitelist, otherwise starts a DTLS handshake with the 
> specified address
> 
> ----
> 
> Hopefully this will stimulate discussion and/or additional 
> ideas from other folks who are working on designing and/or 
> implementing solutions to this problem.
> 
> Matthew Kaufman
> matthew.kaufman at skype.net
> Skype: atmatthewat
> 
> 
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