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Flash Communication Server
Flash Communication Server
Table of Contents
Copyright
About the Authors
Brian Lesser
Giacomo
Joey Lott
Robert Reinhardt
Justin Watkins
Foreword
Preface
What Does FlashCom Offer?
What's in This Book?
How to Use This Book
Audience
ActionScript 1.0 Versus ActionScript 2.0
Server-Side ActionScript
The flash-communications.net Site
Director, Breeze, and Other Options
Flash Video Options
Licensing and Hosting Options
Conventions Used in This Book
Voice
Using Code Examples
Safari Enabled
Comments and Questions
Acknowledgments
Part I:  FlashCom Foundation
Chapter 1.  Introducing the Flash Communication Server
Section 1.1.  Clients and Servers
Section 1.2.  Creating an Application
Section 1.3.  Real-Time Messaging Protocol
Section 1.4.  The Communication Classes
Section 1.5.  Communicating with Application Servers, Databases, and Directory Servers
Section 1.6.  Firewalls and Security
Section 1.7.  Getting Started
Section 1.8.  Hello Video!
Section 1.9.  Conclusion
Chapter 2.  Communication Components
Section 2.1.  Overview of Communication Components
Section 2.2.  Summary of Communication Components
Section 2.3.  Creating an Application that Monitorsa Connection
Section 2.4.  Building a Simple Chat Room
Section 2.5.  Adding Audio and Video to the Chat Room
Section 2.6.  Forgoing the SimpleConnect Component
Section 2.7.  Conclusion
Chapter 3.  Managing Connections
Section 3.1.  Making a Connection
Section 3.2.  Managing a Connection
Section 3.3.  Reusing a NetConnection Object
Section 3.4.  Multiple Simultaneous NetConnection Objects
Section 3.5.  Testing and Debugging Network Connections
Section 3.6.  Subclassing the NetConnection Class
Section 3.7.  Communication Components Without SimpleConnect
Section 3.8.  Conclusion
Chapter 4.  Applications, Instances, and Server-Side ActionScript
Section 4.1.  Scripting Application Instances
Section 4.2.  Differences Between Flash ActionScript and Server-Side ActionScript
Section 4.3.  The Life of an Application Instance
Section 4.4.  Running a Simple Hello World Test Script
Section 4.5.  A More Realistic Example
Section 4.6.  Instance-to-Instance Communications
Section 4.7.  Script Filenames and Locations in Detail
Section 4.8.  Testing and Debugging Server-SideScript Files
Section 4.9.  Designing Communication Applications
Section 4.10.  Conclusion
Part II:  Audio, Video, and Data Streams
Chapter 5.  Managing Streams
Section 5.1.  A Simple Publisher/Subscriber Example
Section 5.2.  Stream Names
Section 5.3.  Publishing Streams in Detail
Section 5.4.  Playing Streams in Detail
Section 5.5.  The Stream Class
Section 5.6.  Publishing and Playing ActionScript Data
Section 5.7.  Creating Synchronized Presentations
Section 5.8.  The NetStream and Stream Information Objects
Section 5.9.  Stream Enhancements and Limitations
Section 5.10.  Conclusion
Chapter 6.  Microphone and Camera
Section 6.1.  Working with Microphone/Audio Input
Section 6.2.  Working with Camera Input
Section 6.3.  Building a Message-Taking Application
Section 6.4.  Building a Surveillance Application
Section 6.5.  Conclusion
Chapter 7.  Media Preparation and Delivery
Section 7.1.  Audio and Video Compression
Section 7.2.  Converting Prerecorded Materialto FLV Format
Section 7.3.  Using Flash Pro's Media Components
Section 7.4.  Enabling Multiple Bit Rate FLVsWithin an Application
Section 7.5.  Streaming MP3 Audio
Section 7.6.  Conclusion
Part III:  Remote Connectivity and Communication
Chapter 8.  Shared Objects
Section 8.1.  Objects and Shared Objects
Section 8.2.  Getting a Shared Object in Flash
Section 8.3.  Updates and Frame Rates
Section 8.4.  Scripting Shared Objects on the Server
Section 8.5.  Temporary and Persistent Shared Objects
Section 8.6.  Proxied Shared Objects
Section 8.7.  Shared Objects and Custom Classes
Section 8.8.  Avoiding Collisions
Section 8.9.  Optimizing Shared Object Performance
Section 8.10.  Broadcasting Remote Method Callswith send( )
Section 8.11.  A Simple Video and Text Chat Application
Section 8.12.  Conclusion
Chapter 9.  Remote Methods
Section 9.1.  Why Use Calls?
Section 9.2.  The send( ) and call( ) Methods
Section 9.3.  Client-to-Server Calls
Section 9.4.  Server-to-Client Calls
Section 9.5.  Server-to-Server Calls
Section 9.6.  A Simple Lobby/Rooms Application
Section 9.7.  Debugging Calls
Section 9.8.  Advanced Topics
Section 9.9.  Conclusion
Chapter 10.  Server Management API
Section 10.1.  Connecting to the Admin Service
Section 10.2.  Using the Server Management API
Section 10.3.  Server Management API Uses
Section 10.4.  Conclusion
Chapter 11.  Flash Remoting
Section 11.1.  The Remoting Gateway
Section 11.2.  Remoting Basics
Section 11.3.  Role of Remoting in FlashCom Applications
Section 11.4.  Securing Access
Section 11.5.  Conclusion
Chapter 12.  ColdFusion MX and FlashCom
Section 12.1.  Understanding ColdFusion MXand Flash Remoting
Section 12.2.  Using Flash Remoting to Log Events
Section 12.3.  Getting a List of Streams
Section 12.4.  Using ColdFusion and FTP to Mirror Streams
Section 12.5.  Conclusion
Part IV:  Design and Deployment
Chapter 13.  Building Communication Components
Section 13.1.  Source Files
Section 13.2.  People Lists
Section 13.3.  A Simple People List
Section 13.4.  Listenable Shared Objects
Section 13.5.  Status and People List
Section 13.6.  Text Chat
Section 13.7.  Shared Text
Section 13.8.  Video Conference and Video Window
Section 13.9.  PeopleGrid
Section 13.10.  Summary
Section 13.11.  Conclusion
Chapter 14.  Understanding the Macromedia Component Framework
Section 14.1.  The Component Framework
Section 14.2.  Under the Hood of the Chat Component
Section 14.3.  Creating a Simple Component from Scratch: SharedTextInput
Section 14.4.  Creating a Container Component: SharedAddressForm
Section 14.5.  Creating an Authenticating Component
Section 14.6.  Integrating Components with Your Existing Applications
Section 14.7.  Understanding the Framework
Section 14.8.  Conclusion
Chapter 15.  Application Design Patterns and Best Practices
Section 15.1.  Shared Object Management
Section 15.2.  Moving Code to the Server
Section 15.3.  Building Façades on the Server
Section 15.4.  Server-Side Client Queues
Section 15.5.  A Framework for Recording and Playing Back Componentized Applications
Section 15.6.  Components and Component Frameworks
Section 15.7.  Conclusion
Chapter 16.  Building Scalable Applications
Section 16.1.  Coordinating Instances
Section 16.2.  Scalability and Load Balancing
Section 16.3.  Conclusion
Chapter 17.  Network Performance, Latency,and Concurrency
Section 17.1.  Latency
Section 17.2.  Bandwidth
Section 17.3.  Concurrency
Section 17.4.  Conclusion
Chapter 18.  Securing Applications
Section 18.1.  The Three A's: Authentication, Authorization, and Accounting
Section 18.2.  Authentication
Section 18.3.  Authorization
Section 18.4.  Accounting
Section 18.5.  Suggestions and References
Section 18.6.  Conclusion
Index
SYMBOL
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
R
S
T
U
V
W

3.5. Testing and Debugging Network Connections

Networked applications present some additional difficulties when testing or debugging programs, as more than one system is always involved. A connection attempt may fail for many reasons, including the following:

  • The target URI may be incorrect (watch for typos).

  • A username or password may be wrong.

  • The maximum number of licensed clients or maximum licensed bandwidth of the server may have been exceeded.

  • The network may be down or unreliable.

  • A connection that worked fine in a test environment may fail because of a firewall or proxy server.

Often, the best way to understand why a network connection fails is to display all the properties of the information object returned to the onStatus( ) method. In addition, at least until the target URI is proven to be correct, the return value of the connect( ) method should always be checked. If it is false, the URI was malformed and should be corrected. It is a good idea to begin building a movie by always creating a default, diagnostic onStatus( ) handler as in Example 3-1. When the connection has been tested, you can replace the onStatus( ) handler with one more appropriate for your needs. Unfortunately, problems aren't limited to the beginning of development. As both client- and server-side scripts evolve, diagnosing the cause of a sudden loss of connectivity is difficult. To help diagnose the problem, build simple test movies that can be run outside the development environment. In fact, this is an important technique for testing much more than basic connectivity.

3.5.1. Test Client Movies

An excellent way to help debug connections is to write a test movie that includes a few basic components, such as:

  • A large scrolling text field with scrollbar

  • Connect and Close buttons

  • Fields for a target URI and other connect( ) method parameters, such as username and password

Instead of using trace( ) statements, use a writeln( ) function such as the one in Example 3-2 to output information to the scrolling text field. A sample test movie is supplied on the book's web site (http://flash-communications.net).

3.5.2. Using the NetConnection Debugger

Separate from the Flash MX 2004 ActionScript debugger, Macromedia supplies a NetConnection Debugger with the FlashCom Server (and with Flash Remoting). The NetConnection Debugger can display client- and server-side connection-related events such as connect requests and remote method calls and their results. To obtain the NetConnection Debugger, download and install the Macromedia Flash Remoting MX Components from:

http://www.macromedia.com/software/flashremoting/downloads/components

Once installed, to use the NetConnection Debugger, place the following include instruction on the first frame of the Scripts layer of your main timeline:

#include "NetDebug.as"

Then select Window NetConnection Debugger from Flash's menu bar to start the debugger. To see server-side events, you must log into the administration server (Admin Service) using an administrator username and password, as described in Chapter 1. If the Filters section of the NetConnection Debugger, shown in the bottom half of Figure 3-3, is not open, click on the small triangle to open it. Enter the administrator's username and password; make sure the Flashcom_server, RTMP, and Trace checkboxes are all selected; and run your movie in the Flash development environment. Figure 3-3 shows the NetConnection Debugger after a failed attempt to connect to the server.

Figure 3-3. The NetConnection Debugger after a failed connection attempt


Click on an event in the Events list and select the Details tab to see the full details about each event. Client-side events are indicated by the Flash logo, and server-side events are indicated by the FlashCom logo. In Figure 3-3, the Close event details are shown. Following it in the Events list is a server-side event that reports that the application was eventually unloaded because no other clients were connected to it. Provided a .swf was compiled with the NetDebug.as file included, it can be run outside the authoring environment and its connection-related events will still be displayed in the NetConnection Debugger. As your projects evolve and you are debugging increasingly complex scripts, this is another good reason to keep around some simple test movies.

Remove the ActionScript to include NetDebug.as in your final movie after you no longer need the debugging features. It adds unnecessary file size to the published .swf.