Re: [rtcweb] "20 lines" (Re: RTCWeb default signaling protocol [was RE: About defining a signaling protocol for WebRTC (or not)])

"Ravindran Parthasarathi" <pravindran@sonusnet.com> Mon, 26 September 2011 18:09 UTC

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Date: Mon, 26 Sep 2011 23:40:12 +0530
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Thread-Topic: [rtcweb] "20 lines" (Re: RTCWeb default signaling protocol [was RE: About defining a signaling protocol for WebRTC (or not)])
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From: "Ravindran Parthasarathi" <pravindran@sonusnet.com>
To: "Jozsef Vass" <jovass@adobe.com>, =?iso-8859-1?Q?Sa=FAl_Ibarra_Corretg=E9?= <saul@ag-projects.com>
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Cc: rtcweb@ietf.org
Subject: Re: [rtcweb] "20 lines" (Re: RTCWeb default signaling protocol [was RE: About defining a signaling protocol for WebRTC (or not)])
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Hi Jozsef,

I agree with you that game developer has no need to know the intricacies of signaling protocol and also, how the underlying framework makes it work for traverse through NAT. But the discussion here is which JS API will make it happen and what are the protocol intricacies involved to make it happen?

As you wish based on lower level JS API, it is possible to give only one API like peerconnnect([username]) to start the session and how they connect which is not RTCWeb developer headache but underlying framework will take care of the stuff. 

What level of interop is required for the online registered players? All RTCWEb browser (Mozilla, chrome, IE) player should be able interop without need of browser specific JS or plugin. Here, there is a need of defining the common underlying protocol (which is not RTCWeb developer concern).

Thanks
Partha  

>-----Original Message-----
>From: rtcweb-bounces@ietf.org [mailto:rtcweb-bounces@ietf.org] On Behalf
>Of Jozsef Vass
>Sent: Monday, September 26, 2011 10:47 PM
>To: Saúl Ibarra Corretgé
>Cc: rtcweb@ietf.org
>Subject: Re: [rtcweb] "20 lines" (Re: RTCWeb default signaling protocol
>[was RE: About defining a signaling protocol for WebRTC (or not)])
>
>Look at it from a game developer's perspective. I do not want to build a
>softphone phone with advanced features, just to add voice chat to the
>game. Online registered players should be able to chat with each other,
>but really no need to interoperate with anything else (and preferred not
>to).  Quite often, it is a group of people who are playing together, so
>multiparty chat is highly desirable.  As I game developer, I do not
>event know what is SIP, Jingle or SDP and probably do not even care
>about it.
>
>If you want to communicate behind NATs, firewalls, you need to run a
>service to determine the reflexive address (in addition to your web
>server) at least.
>
>Jozsef
>
>-----Original Message-----
>From: Saúl Ibarra Corretgé [mailto:saul@ag-projects.com]
>Sent: Monday, September 26, 2011 12:11 AM
>To: Jozsef Vass
>Cc: Harald Alvestrand; rtcweb@ietf.org
>Subject: Re: [rtcweb] "20 lines" (Re: RTCWeb default signaling protocol
>[was RE: About defining a signaling protocol for WebRTC (or not)])
>
>
>On Sep 23, 2011, at 2:58 AM, Jozsef Vass wrote:
>
>> I am in support of having some basic mechanism in the browser as part
>of rtcweb to enable developers to quickly and easily setup media between
>participants. Furthermore, if an API is too complex or too hard to use,
>people will not use it or misuse it. I can only see a handful of
>companies developing advanced calling feature on top of rtcweb, most
>people just want to have something simple to work without caring too
>much about the details.
>>
>> Maybe it would be advantages to specify such a very basic use case,
>e.g., targeting gaming. It must work behind NATs using peer-to-peer
>media transport (but fallback to media relay may not be required). Since
>it is targeting closed community, there is no need for interoperability,
>there is no need for SIP, Jingle, etc. At the minimum, this would
>require a simple service for ip address lookup and to aid NAT and
>firewall traversal.
>>
>
>This is a no go. What "closed community" are you talking about?
>Interoperability is a MUST here, even if I'm in favor of not having any
>default signaling protocol specified. We need to be able to communicate
>with other protocols without building gateways. This can be achieved
>with both SIP and XMPP, so I see no need for reinventing the wheel. Lets
>let developers use whatever protocol they like and just use RTCweb for
>the media part.
>
>> For example, when a user registers with this service, he/she is
>assigned an identifier or blob. In order to communicate with another
>party, all they need to do is to exchange this information (this can be
>done using websocket, etc.) and setup media channel. There should be no
>need for parsing SDP, etc.
>>
>
>What service? Who would host a server?
>
>--
>Saúl Ibarra Corretgé
>AG Projects
>
>
>
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