YCanvas Remote Controlled By Remotair

At the same time I released YCanvas, I have spotted an interesting starling experiment. I realized I can do this for YCanvas easily with Remotair. Remotair is a concept of transmitting device inputs (gestures, accelerometer, camera etc.) into receiving flash or AIR application. Consists of one transmitting app installed on a mobile device or a tablet and one receiving app running on a PC. In order to pair transmitting and receiving application, RTMFP protocol is used. Implementing remotair reciever into any flash application takes only a few minutes, I spent much more time on touch + multitouch implementation with transitions. At the end of the day, I was able to remote controll YCanvas application with BlackBerry Playbook.

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RTMFP Connection Tester

Having problems connecting RTMFP? Use this application to test NetConnection, NetStream, NetGroup connection and publishing status. For success connection, opened UDP ports in range 1024..65535 required. Run two instances to test NetGroup neighboring.

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Quick tip: Ports Required For RTMFP

In order to be able to use P2P communication within flash apps, you need to have opened UDP ports in range 1024..65535. First, to connect stratus server, you need UDP ports 1935 and 10000..10100, then the communication between peers (Flash Players and AIR) goes through random UDP port in range 1024..65535. In detail:

UDP port 1935 and ports 10000+ are used by the Stratus servers. the UDP ports used on client computers could be any port from 1024..65535.

in order to just connect to the Stratus servers, you must be able to send and receive UDP packets with any UDP port on your client computer (source port for outgoing, destination port for incoming) and port 1935 and ports 10000+ on the Stratus server computers (destination port for outgoing, source port for incoming).

*just* connecting to Stratus isn’t useful, though, since all it can do is help you to connect directly to other clients running Flash Player or AIR. other client computers, just like your client computer, will be using a random UDP port in the range 1024..65535. therefore, in order to communicate P2P with other client computers using RTMFP, you must do one of the two following things:

1) allow all UDP with a source or destination port from 1024..65535.

2) have a “stateful firewall” that allows bidirectional UDP connections to and from any UDP ports in the range 1024 through 65535 inclusive as long as a first packet is sent outbound through the firewall. this is commonly called “allowing outbound UDP”. sending the first packet outbound through your firewall to allow return packets is commonly called “UDP hole punching”. searching on these terms should give you more information.

in general, a firewall that blocks UDP will block RTMFP communication.

Read more about PORT NUMBER of RTMFP.

LiveCycle Collaboration Service … first impressions


Adobe Flash Collaboration Service (formerly CoCoMo) is now Adobe LiveCycle Collaboration Service (LCCS). It is hosted on adobe servers, comes with pricing model so it pretty much reminds me kind of socketing cloud 🙂 . LCCS has 3 different dimensions that will be metered on a pay-per-use basis: live stream bandwidth ($0.49 per GB), push messages ($0.10 per 1000 messages) – count messages sent in to LCCS and user minutes ($0.01 per Hour) – time clients spend connected to LCCS. P2P bandwidth is excluded. So when available, you pay nothing! There is also $15 per month free quota for evaluation / trial and also for paying customers.

Few days back I tought there were some connecting issues with stratus (my mistake, actually, it works), but I decided to switch onBoard app backend to use LCCS, in order to try new service pricing. OnBoard only uses custom message broadcasting so it is pretty easy to switch to a different communicating abstraction. So i did some coding and soon app changes were live. After two days I checked account stats:

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P2P Multicast in Flash Player 10!

P2PMulticast communication flow

P2PMulticast communication flow

P2P multicast in Flash Player 10, yeap… ready? This method creates n:n model of p2p communicators. So broadcasting data goes from broadcaster directly to all receivers. All users are broadcasters and receivers. There is no multilevel logic in it, so keep in mind the upload bandwidth of broadcaster. Feel free to use it in your flash applications, just hit me when you decide.

Core classes and files:

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