More Books
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

4.6. Instance-to-Instance Communications

The NetConnection class is available to server-side scripts. Analogous to the NetConnection class available to client-side scripts, it can be used to establish a network connection between instances on a single server or between instances on separate FlashCom Servers. When one instance attempts to connect to another, it creates and uses a NetConnection object in an almost identical manner to the way client-side ActionScript does. An instance that attempts to connect to another instance is treated as a client by the second instance. The instance that receives another instance's connection request will be passed a Client object in its application.onConnect( ) method. In this case, the Client object represents the first server-side FlashCom instance rather than a client-side Flash movie.

While an instance can request or close a connection to another instance at any time, the connection is typically made when the instance first starts and closed when the instance is about to be disposed. For example, a chat room instance may connect to a lobby instance in order to let the lobby know how many users are in the room and how active they are. This SSAS code example illustrates a chat room application connecting to a lobby on startup and disconnecting from the lobby on shutdown:

NetConnection.prototype.onStatus = function (info) {
  trace("NetConnection.onStatus> info.code: " + info.code);
  if (info.code == "NetConnection.Connect.Success") {
    // Initialize remote shared objects here.
  }
  else if (!this.isConnected) {
    // Handle close and other connection problems here.
  }
  if (info.code == "NetConnection.Call.Failed") {
    // Handle failed remote method calls here.
  }
};

application.onAppStart = function ( ) {
  trace(application.name + " is starting at " + new Date( ));
  lobby_nc = new NetConnection( );
  lobby_nc.connect("rtmp://localhost/chapter4/lobby", "Room", "secretPassword6");
};

application.onAppStop = function ( ) {
  if (lobby_nc.isConnected) {
    lobby_nc.close( );
  }
  trace(application.name + " is stopping at " + new Date( ));
};

The only difference between this server-side code and the client-side code you might find in a Flash movie is that a relative URI cannot be used (there must be a hostname) and HTTP tunneling is not available. The connecting instance is represented by the Client object passed into the receiving instance's onConnect( ) method. If a username and password system is being used, the connection can be accepted or rejected based on those credentials.

On the receiving end of the connection attempt, no special code is required to handle connection requests from other instances. However, sometimes it is useful to distinguish whether the connection request originated from a FlashCom application instance or a Flash movie. One way to differentiate is to check the ip property of the incoming client object. If the IP address is 127.0.0.1, then the connection is from the same server. However, if a poorly configured proxy server is running on the same host, all clients may appear to be from 127.0.0.1. Similarly, if connections are expected from another FlashCom Server, the IP address of the remote server can be checked for. There are other ways to distinguish between client types:

  • Pass different information in the optional parameters of the connect( ) method.

  • Check the client.agent property for a value such as "FlashCom/1.5.2".

  • Check the client.referrer property for a value such as "rtmp://_defaultVHost_:1935/chapter4/room".

Regardless of the approach chosen, an additional authentication step should be used. The short code snippet that follows can be placed in an onConnect( ) method to handle instance connections before attempting to handle Flash movie connections.

The code assumes that a unique userName is provided by the connecting instance so that its client object can be kept in an object named roomList. The unique name could be the instance name of the room:

if (client.ip = "127.0.0.1" && client.agent.indexOf("FlashCom") == 0) {
  if (password == "room54780561Password") {
    roomList[userName] = client;
    return true;  // Accept the connection
  }
  else{
    trace("Invalid room connection attempt.");
    return false; // Reject the connection
  }
}

For variety, connections are accepted or rejected by returning true or false from within the onConnect( ) method in the preceding example.

Now that you have a better understanding of how to manage connections, let's examine some of the mechanics of locating code and configuration files.