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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
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B
C
D
E
F
G
H
I
J
K
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M
N
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P
R
S
T
U
V
W

5.9. Stream Enhancements and Limitations

Macromedia has been improving the streaming capability of FlashCom and the ability of the Flash Player to play streams. FlashCom 1.5 introduced the ability to stream MP3 files, and Flash Player 7 introduced the ability to progressively download and play streams from a web server, a feature not covered here as it does not rely on FlashCom (refer to the Preface). Some of the many other small improvements are covered in this section.

5.9.1. Server-Side send( ) Enhancements

FlashCom 1.5.2 fixed a problem with adding send( ) methods to a stream on the server. Whenever a server-side Stream object was used to send a method request within a stream, any subscribers to the live stream received the request just after it was sent. However, when a recorded stream was played back, any messages generated on the server all played back either at the beginning of the stream or in blocks during playback. The reason for the requests being received out of sync was that the stream time was determined by the publishing client and not by the server-side Stream object. The publishing client's NetStream sent a timestamp when audio or video was attached to the stream and whenever send( ) was called. The server-side Stream object could not determine the precise stream time when it inserted a method request, so the time of the request was set to the timestamp of the last message in the stream. The problem was resolved in FlashCom 1.5.2 by having the server keep track of stream time and adjusting the time difference for each send( ) method added to the stream. While the change may seem like a small one, it makes possible developing server-side recordings of chats and other applications. See Chapter 15 for more information.

Prior to FlashCom 1.5.2, remote methods defined on a server-side Stream object were never called. As of FlashCom 1.5.2, methods can be defined on a server-side Stream just as they can be defined on a client-side NetStream instance. When ActionScript data is played, the server-side Stream object's method will be called.

5.9.2. Sound Performance

FlashCom 1.5.2 also reduced the load on the server caused by sending audio to multiple subscribers. CPU load is often a determining factor in how many streams a server can manage. During live streams, the server does not immediately send each packet of sound information on to each subscriber as it arrives. Instead, the server waits until it has collected a small batch of sound samples and sends them at once. The result is a significant decrease in CPU usage when there are a large number of subscribers.

5.9.3. ActionScript 2.0

ActionScript 2.0 introduced strong typing to client-side ActionScript. In Flash MX 2004 and Flash Pro, the NetStream class is not defined as being a dynamic class. As a result, predefined methods such as onStatus( ) can be dynamically redefined without the compiler complaining, but new methodssuch as those required to receive remote method callscannot be added using the dot operator. The following short snippet will produce the compiler error "There is no property with the name `showMessage'":

var nc = new NetConnection( );
var ns:NetStream = new NetStream(nc);
ns.onStatus = function (info) {
  trace(info.code);
};
ns.showMessage = function (msg) { // Compiler error!
  trace(msg);
};

One way around the problem is to simply not use strong typingdo not declare the ns variable as being a NetStream. Instead, simply use:

var ns = new NetStream(nc);

If you want to use strong typing, an alternative solution is to use the [] operator:

nc = new NetConnection(  );
var ns:NetStream = new NetStream(nc);
ns.onStatus = function (info) {
  trace(info.code);
};
ns["showMessage"] = function (msg) {
  trace(msg);
};

5.9.4. Synchronization Limitations

In FlashCom 1.5.2 and earlier, each stream can carry only one audio and one video channel. Consequently, to play multiple video and audio channels at the same time requires more than one stream. However, there is no way to prebuffer and queue multiple streams to begin playing at the same time or to keep them synchronized while they play. Consequently, accurate synchronization of multiple streams is not currently possible.