In this section a global overview of the Video Window Architecture is provided :
Video Window components :
1- Shard Server :
2- Media Bridge “JVB” - WebRTC compatible server designed to route video streams amongst
participants in a conference.
3- HAProxy, used as Load balancer for high availability and Geo Location support.
4- Laravel based management portal application used for authentication and authorization of
clients and used as well to implement some APIs required by the VW Desktop and Mobile Apps.
XMPP is a communications protocol for message-oriented middleware based on XML. XMPP
provides a general framework for messaging across a network. It is pretty much the same piece
of technology as the one Google uses for Hangouts.
XMPP stands for Extensible Messaging and Presence Protocol (XMPP) which is an open XML
technology for real-time communication, which powers a wide range of applications including
instant messaging, presence and collaboration.
To understand what this really means, let’s go on a journey from P back to X…
P — Protocol
XMPP is a protocol; a set of standards that allows systems to talk to each other. XMPP is used
widely across the web, but is often unadvertised. The protocol (or standards) are looked after by
the XSF (link).
P — Presence
The presence indicator tells the servers that you are online / offline / busy. In technical terms,
presence determines the state of an XMPP entity; in layman terms, whether you are there and
ready to receive messages or not.
M — Messaging
The ‘messaging’ part of XMPP is the ‘piece’ you see; the Instant Message (IM) sent between
clients. XMPP has been designed to send all messages in real-time using a very efficient push
mechanism; whereas existing web based mechanisms often make many unnecessary requests
introducing network load, and are consequently not real-time.
X — eXtensible
Defined in an open standard and using an open systems approach of development and
application, XMPP is designed to be extensible. In other words, it has been designed to grow
and accommodate changes.
WebRTC signaling refers to the process of setting up, controlling, and terminating a
communication session. In order for two endpoints to begin talking to one another, three types
of information must be exchanged:
In a nutshell, WebRTC signaling allows for users to exchange metadata to coordinate
communication.
RTCPeerConnection is the API Video Window uses to establish peer connections and transfer
audio and video media. In order for the connection to work, RTCPeerConnection must acquire
local media conditions (resolution and codec capabilities, for instance) for metadata, and gather
possible network addresses for the application's host. The signaling mechanism for passing this
crucial information back and forth is not built into the WebRTC API.
The WebRTC specification includes APIs for communicating with an ICE (Internet Connectivity
Establishment) Server, but the signaling component is not part of it. Signaling is needed in order
for two peers to share how they should connect. Usually this is solved through a regular
HTTP-based Web API (i.e., a REST service or other RPC mechanism) where web applications
can relay the necessary information before the peer connection is initiated.
The following code snippet shows how this fictitious signaling service can be used to send and
receive messages asynchronously. This will be used in the remaining examples in this guide
where necessary.
// Set up an asynchronous communication channel that will be
// used during the peer connection setup
const signalingChannel = new SignalingChannel(remoteClientId);
signalingChannel.addEventListener('message', message => {
// New message from remote client received
});
// Send an asynchronous message to the remote client
signalingChannel.send('Hello!');
Each peer connection is handled by a RTCPeerConnection object. The constructor for this class
takes a single RTCConfiguration object as its parameter. This object defines how the peer
connection is set up and should contain information about the ICE servers to use.
Once the RTCPeerConnection is created we need to create an SDP offer or answer, depending
on if we are the calling peer or receiving peer. Once the SDP offer or answer is created, it must
be sent to the remote peer through a different channel. Passing SDP objects to remote peers is
called signaling and is not covered by the WebRTC specification.
To initiate the peer connection setup from the calling side, we create a RTCPeerConnection
object and then call createOffer() to create a RTCSessionDescription object. This session
description is set as the local description using setLocalDescription() and is then sent over our
signaling channel to the receiving side. We also set up a listener to our signaling channel for
when an answer to our offered session description is received from the receiving side.
async function makeCall() {
const configuration = {'iceServers': [{'urls': 'stun:stun.l.google.com:19302'}]}
const peerConnection = new RTCPeerConnection(configuration);
signalingChannel.addEventListener('message', async message => {
if (message.answer) {
const remoteDesc = new RTCSessionDescription(message.answer);
await peerConnection.setRemoteDescription(remoteDesc);
}
});
const offer = await peerConnection.createOffer();
await peerConnection.setLocalDescription(offer);
signalingChannel.send({'offer': offer});
}
On the receiving side, we wait for an incoming offer before we create our RTCPeerConnection
instance. Once that is done we set the received offer using setRemoteDescription(). Next, we
call createAnswer() to create an answer to the received offer. This answer is set as the local
description using setLocalDescription() and then sent to the calling side over our signaling
server.
const peerConnection = new RTCPeerConnection(configuration);
signalingChannel.addEventListener('message', async message => {
if (message.offer) {
peerConnection.setRemoteDescription(new RTCSessionDescription(message.offer));
const answer = await peerConnection.createAnswer();
await peerConnection.setLocalDescription(answer);
signalingChannel.send({'answer': answer});
}
});
Before two peers can communicate using WebRTC, they need to exchange connectivity
information. Since the network conditions can vary depending on a number of factors, an
external service is usually used for discovering the possible candidates for connecting to a peer.
This service is called ICE and is using either a STUN or a TURN server. STUN stands for
Session Traversal Utilities for NAT, and is usually used indirectly in most WebRTC applications.
TURN (Traversal Using Relay NAT) is the more advanced solution that incorporates the STUN
protocols and most commercial WebRTC based services use a TURN server for establishing
connections between peers. The WebRTC API supports both STUN and TURN directly, and it is
gathered under the more complete term Internet Connectivity Establishment. When creating a
WebRTC connection, we usually provide one or several ICE servers in the configuration for the
RTCPeerConnection object.
Once a RTCPeerConnection object is created, the underlying framework uses the provided ICE
servers to gather candidates for connectivity establishment (ICE candidates). The event
icegatheringstatechange on RTCPeerConnection signals in what state the ICE gathering is
(new, gathering or complete).
While it is possible for a peer to wait until the ICE gathering is complete, it is usually much more
efficient to use a "trickle ice" technique and transmit each ICE candidate to the remote peer as it
gets discovered. This will significantly reduce the setup time for the peer connectivity and allow
a video call to get started with less delays.
Once ICE candidates are being received, we should expect the state for our peer connection
will eventually change to a connected state. To detect this, we add a listener to our
RTCPeerConnection where we listen for connectionstatechange events.
// Listen for connectionstatechange on the local RTCPeerConnection
peerConnection.addEventListener('connectionstatechange', event => {
if (peerConnection.connectionState === 'connected') {
// Peers connected!
}
});
For most WebRTC applications to function a server is required for relaying the traffic between
peers, since a direct socket is often not possible between the clients (unless they reside on the
same local network). The common way to solve this is by using a TURN server. The term stands
for Traversal Using Relay NAT, and it is a protocol for relaying network traffic.
Video Window uses a self-hosted open-source implementation of COTURN project as Turn and