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The brand new BitTube system based on the Adobe RTMFP protocol

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Background

Since the completion of BitTube project, I haven't given up looking for ways to further minimize intrusion of a P2P program. It came to my mind that the best way to hide your P2P functionality is the Flash player itself. After all, why do you need two pieces of program to coordinate on the same job? Also since Flash had (and still has) such a high penetration rate, if I could find a way to sneak in, then bingo, instant world domination :) I came as close to Flash's Socket API but couldn't get further. All I need is my socket able to listen on a port, but understandably this shouldn't be allowed.

In the early summer of 2009, my dream came true: Adobe rolled out their RTMFP protocol! I jumped in immediately only to find out it was quite primitive: only point-to-point connection is allowed among peers. Also instead of integrating the tracker functionality into one of their products like Media Server, Adobe kept it on one of its own servers and you must apply for an account to use it. So everything was behind a black box and they could cut me off any time. But this is good enough for me and I can build whatever lacking by my own code. And best of all, this all happens inside the Flash player, exactly what I'm looking for.

About six months into my development, a new version of RTMFP was introduced, this time with the powerful NetGroup that can do everything: object replication in a BitTorrent-fashioned swarm, application-layer multicasting either pull- or push-based, message broadcasting. This rendered my own development largely useless, but that's okay, we can now focus on the application.

Rationale

This time we decided to focus on live streaming: lectures, broadcasting from a studio or TV channel. The reasons? First, hiding everything in the Flash player has a price to pay: users can shut it down anytime just by closing the webpage. Second, the Flash sandboxed model requires the player to only access network resources, not local ones. So you can't access data on hard drive like BitTorrent does. In lieu of the longevitity & rich accessiblity a BitTorrent client can enjoy, I need to find something where all users are online at the same time, even for just 10 minutes. Better yet, the more peers there are, the more bandwidth they can share, which paints a (ideally) scall-free picture for those who need to sleep on server capacity planning.

For those who has played with ActionScript, live streaming may sound rather trivial with the help of NetStream class. All you have to do is hook the broadcasting node with a camera, then call publish(), and let subscribers call play(), done. While this is all true, I want my application to help in more scenarios. First, many event organizers want to save their broadcasts and replay later, which is not supported by the above simple operation. Second, lots of live feeds do not come from a camera, but from some TV capturing devices or already wrapped in HTTP or RTMP stream emitted from an FMS/Wowza/who-knows-what server. What's my chance if I ask these functioning legacy infrastructure to be restructured for some bandwidth-saving pitch? Well, I learned this the hard way: operators hate intrusion as much as users, if not more. Design

So I decided to ignore the source of the feeds, but deal with the stream itself. Most open media containers follow a remarkly similar structure: a file header followed by an array of audio/video/metadata blocks, or tags in FLV jargons, which are sequenced by their timestamps. As long as I can make a server (or proxy if you prefer) to break this stream into packets (each containing one or more tags) and throw them into the NetGroup swarm, the rest will be straightforward: peers can retrieve these pieces and reassemble them based on the timestamps therein, then feed to the player. This is how BitTube-on-Flash works in principal.

As of now we support live streaming in the following scenarios.

HTTP Stream

Adobe Media Encoder

In order to parse and carve out tags from the FLV file beging streamed, we use the raw Socket class and implement a mini-HTTP parser. We use the send() method of NetStream quite extensively to push these tags into the NetGroup swarm. Starting the server is quite easy, just fill in the stream URL and press "Begin". Also notice the text field besides the URL field: this is where you define the UNIQUE name of the NetGroup to which your video is to be distributed. The video window plays back the tags it parses from the HTTP stream. This is to confirm to the operator that the URL is functioning. Also the server supports as many broadcasting channels as the bandwidth allows, one NetGroup for each channel.

Local File

Adobe Media Encoder

This option might sound odd but it's proven to be a convenient way for home-grown broadcasting. All you need is a laptop with webcam, the free Adobe Media Live Encoder (FMLE), and a good wifi connection. As shown in the picture above, choose "Save to File" in FMLE, and it will write the recorded stream into a local file of your choice. Then switch to the BitTube server, press "Begin" with the URL field left blank, a file dialog shall appear. Choose the same file that FMLE is currently writing to, and your broadcasting will begin. The trick here is quite simple, BitTube server periodically seeks to the tail of the file to read out new tags added by FMLE, which are then sent to the NetGroup swarm.

M3U8 Stream

The usage is the same as HTTP streaming, but you have to tweak your M3U8 server to support not only TS files, but also FLV files. This is solely because the appendBytes() method of NetStream, which the client player needs to play out the downloaded tags, recognizes FLV tags only. I really hope Adobe can broaden the selection someday.

Getting it to work

Digging into the source code you will find two directories: server and client-side player. I made the server an AIR application, because it enables the "Local File" option to access local file system. Those nice-looking charts are not drawn by me, but Flash Open Chart. It's up to you to include it as a SWC or just directly add its source code to the project.

The player.fla under the root directory provides a simple template to compile the player source code into SWF. I used Flash CS5. Feel free to use your own FLA as long as it has all the necessary buttons: play, stop, pause, volume up/down, etc. Also under the root directory, I made player.html to show you how to embed the SWF player and inject Flash arguments, most important of which is the name, i.e., the name of the NetGroup you want to join.

Also in my source code, both server and player connect to rtmfp://p2p.rtmfp.net/, which is the official RTMFP server hosted by Adobe. But since RTMFP has now been reverse-engineered and open-sourced, you can actually set up your own RTMFP server rather easily.

Epilogue

BitTube-on-Flash has been used to help broadcasting a few events for KTSF 26, and live broadasting of Chinese Spring Festival Gala on bigtvusa.com. What's next? One thing I do know is technology of this kind needs to head to the mobile space. Someone might tell me that the Flash player is pulling out of the mobile market, but I need to emphasize that the AIR app is here to stay, which is exactly where RTMFP should shine: streaming, games, chat, any scenario requiring distribution of digital content to vast number of users. As of now, proprietary apps rule the mobile braodcasting domain, e.g., Qik and UStream, but I think the entry barrier will be greatly lowered by open-source alternatives. When I get time, maybe I'll extend BitTube-on-Flash to Android.

Speaking of open source, I also keep a close eye on WebRTC, whose peerconnection API is quite similar to early-stage RTMFP in Flash Player 10.0. Penetration rate being the most important metric for P2P technology, WebRTC is still no match to RTMFP as of now. When the time comes, BitTube-on-Flash should be ported (by me or anyone interested) to this new platform, which shall be a truly exciting.

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