Info about Flash P2P live streaming from sources non-webcam

Hello, I am a student at the University. Our laboratory strives to work on a live p2p streaming using flash p2p features. The media source is not a webcam but a file from a server, which is not directly supported by one of the flash player offers 4 methods (direct routing, multicast, and replication of the object display.) Among the discussions of the forum mentioned, our method is to use NetStream.publish () one data stream and send ("callbackname", data) to all subscribers who are joined to a network group. So, we can use p2p transmission. Now, here are our questions:

1. we know by MAX 2009 flash video camera p2p multicast implements mechanism pull - push inside that makes full use of the features of p2p as buffer card Exchange. If we use the API NetStream.send () to send data from sources non-webcam, it will also use this pull-push mechanism for sharing data between all peers (subscribers) with appropriate data exchange?

or more detailedly

I saw the P2P Gaming Libs to flashrealtime.com. It uses DIRECT_CONNECTIONS when creating NetStream publish-used to send data with a lower latency. My question is if I do not DIRECT_CONNECTIONS, when the NetGroup grow (1000), will be the peers who are not the direct neighbours of the editor in the same data group relay to another using pull-push through card buffer?

2. I wrote a sample application and send() to provide data only (NetStream.bufferTime = 0) without camera video and audio. When the Publisher sends data in a stantence 'for' (20), subscribers cannot receive about 8 of them. But when I put a timer and send them periodically (for example, 500 ms), subscribers can receive properly. My questions are: is the packet loss caused by unreliable UDP? Can it be solved by putting NetStream.dataReliable = ture? This can completely be solved by putting a timer? How to set the property /Delay programmer? Are all the data being sent is received orderedly?

I am very appreciated if you can answer my questions? Thank you.

probably, you mean "If set [you] NetStream.dataReliable to false...." ».  This setting is effective only for the client-server or DIRECT_CONNECTIONS RTMFP NetStreams.  When dataReliable is set to false, (at this time) reliability parameters are similar to "UDP as best effort."  specifically, the data remains in the queue of transmission for a second (or it will be sent to all) and will be broadcast not so lost after the first broadcast.

NetStream.send reliability for P2P multicast () is determined by the NetStream.multicastWindowDuration property (like all other multicast data).  This parameter sets how long the system will try to get parts before you give up and move on.

Tags: Adobe

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