WebRtc Maximum Connections, only using data channels - connection

My question is if I plan to use WebRTC with a p2p architecture but only using its custom data channel to send constant small text messages. ¿What is the maximum number of peer connections that a peer can support? (I know this its heavily going to depend on the device, network... of each peer, but could somebody give me a ballpark estimate).
Edit: By constant text messages i mean around 30 / sec

One of limitations might be maximum amount of available ports in the device's OS. For example, Ubuntu has about 65k available ports. So, supposing that you have enough memory, CPU and network bandwith, and 1 port for 1 data channel then you have ~65k connections.

Related

Im aware this is for programming only

I have come accross a situation that does not need to talk about programming but I need this answered on a stackoverflow site. My question is that when a wifi network is in a house hold , do the wifi users need to be disconnected from the wifi network in order for the one desired machine to be used properly with out it being slowed down or does it not matter how many machines are connected. Can any one answer this please looking for reasonable advice..
Depending on the bandwidth you pay for, it's possible that multiple machines in use will cause each machine to have a slower internet connection.
If you think of the internet like a series of pipes, then the bandwidth you're paying for is the throughput of the pipe connection to your wifi. Let's say your pipe connection can push through 10 oz of water per second. If a youtube video is requesting 2 oz of water per second, and you have 3 devices watching youtube videos, then you're using 6oz of water per second and shutting off any one device won't affect the other devices. If you have 10 devices all trying to watch youtube videos at the same time, then you're requesting 20 oz of water per second when the pipe can only provide 10, so at least some devices will be slower. (It depends on your actual router for how that affects your devices. Perhaps each device gets 1 oz per second instead of 2, or else perhaps 5 devices get 2 oz per second and 5 devices get nothing).
I used water as an example because it's easier to visualize, but your internet connection will actually be measured in some multiple of bytes per second (kilobytes per second, megabytes per second, gigabytes per second, etc.). Also, most devices don't require a steady stream of data to work. It all depends on your specific setup: how much data each device is requesting and how much data throughput your internet service provider is giving you.

Optimizing 4 player peer-to-peer network topology

I'm developing a realtime game using Sprite Kit and Game Kit. The game features a multiplayer mode where 4 players can play with each other. I've been reading the Game Kit programing guide and came across the following passage:
Although the GKMatch object creates a full peer-to-peer connection
between all the participants, you can reduce the network traffic by
layering a ring or client-server networking architecture on top of it.
Figure 8-1 shows three possible network topologies for a four-player
game. On the left, a peer-to-peer game has 12 connections between the
various devices. However, you could layer a client-server architecture
on top of this by nominating one of the devices to act as the host. If
your game transmits to or from the host only, you can halve the number
of connections. A ring architecture allows devices to forward network
packets to the next device only, but further reduces the number of
connections. Each topology provides different performance
characteristics, so you will want to test different models to find one
that provides the performance your game requires.
So here is where I am confused. Currently in my game I have implemented the peer-to-peer topology, where each user sends their position to every other player in the game. This ends up totaling 12 messages being sent, because each player sends 3 messages.
However according to the documentation, if I layer a client-server topology over my game, I can reduce the network traffic by reducing the number of connections. If I do this though, then each client will send their position to the host and then the host would need to relay those positions to the remaining clients. So now one player (the host) needs to work extra because the clients no longer communicate with each other. And then we still end up with 12 messages. The host sends 9 messages (3 messages for each player, plus 6 messages for relaying the other clients' positions) then each client sends 1 position message to the host. 9 + 1 + 1 + 1 = 12 messages. Which makes sense, all we did was unevenly distribute the message sending, so now one player needs to work harder to makeup for the less work the other players are doing.
Furthermore, relaying the client messages takes additional time because each client's position now needs to pass through the host.
So while there are now less connections, one player is sending more messages (9 messages) rather than each player evenly distributing the workload (i.e. each player sending 3 messages). This seems like it would lead to a greater chance for disconnects to occur because it will be easier for the host to disconnect from the match.
So can someone explain to me how network traffic gets reduced by layering a client-server topology? Does just the fact of having less connections in the match reduce network traffic even though overall messages are the same? Keep in mind, there is no dedicated server here, I (and the documentation) am talking about layering a client-server topology on top of the peer-to-peer match. Also isn't the host at a greater chance of disconnecting because he is sending 3X as much messages as the other players. After all, the GKMatch will disconnect a player after a brief period of packet loss. Or does simply the fact of having 12 connections have a greater chance for disconnects because of the supposedly increased traffic?
I am sorry for the very short answer to a very descriptive and well written question, but the answer is simple. The Server (you used the term "host", but this is confusing) does not have to send 3 separate messages to each client. The Server collects all the information and sends just one message containing all information to each client.

3G/4G peer to peer network for long-distance communication in remote area?

I'm working on an engineering project where I want a go-kart to maintain a direct connection with a base station. The base and go-kart can be separated by about a half mile (with lots of obstacles in between) which is too far for WiFi.
I'm thinking about using 3G/4G to directly connect the two. Does anyone have any resources or ideas that might help?
Or, alternatively, a better way to connect them? I'm just trying to send some sensor data (pretty low bandwidth) in real-time.
The biggest problem you face is radio spectrum that you are allowed to use. All 3G/4G spectrum is licensed to some firm and they get really unhappy (e.g. have you hunted down and fined) when you transmit in their space.
I did find DASH7 which
is an open source wireless sensor networking standard … which operates in the 433 MHz unlicensed ISM band. DASH7 provides multi-year battery life, range of up to 2 km, indoor location with 1 meter accuracy, low latency for connecting with moving things, a very small open source protocol stack …
with a parts cost around US$ 10. This sounds like it satisfies your requirements and keeps the local constabulary from bothering you.
You could maybe use SMS, between a modem on the kart and a mobile phone or modem at the base.
A mobile data connection like a telephone call isn't possible directly between the two; you have to make a data connection from the kart to a server in your operator's core network, identified by the APN. Then you can access IP addresses as for a normal internet connection - so the base computer would have to be a web server.

Setting up priority of packets that are being transmitted over the network

I am working on a project wherein I am implementing a MAC protocol. My first task is to implement priority based scheduling of packets. To be more specific, I want to schedule the transmission of packets such that certain types of packets which are more important than the others will be allotted higher priority than the rest of the packets.
I have been trying to establish this since quite sometime now and have used various approaches to achieve the same.
There are certain bits in the IP header which are allotted for setting the priority of the packets that are being transmitted. I have used socket programming to be able to achieve the same. I also tried it using raw sockets but it was causing some problems and was not working the way I wanted it to.
So I turned back to normal SOCK_DGRAM and SOCK_STREAM. But I am still facing some problems.
Can anyone help me regarding this?

Are there constraints on a serial port with more than 6 devices connected?

I have a project that uses Rocketport Infinity 16 ports to receive data from 6 different anemometers (wind speed measurement devices) (RS422, 50Hz, 38.4k baud, 47 bytes per record). When I use 32Hz and 9600 baud, everything is alright, however, when I change to 50Hz, some of the data isn't received. I tried to use USB instead of the Rocketport Infinity with no luck.
So, apart from the anemometer failing, I suspect the following explanations for the data loss:
For the Rocketport Infinity, I opened all 16 ports, but only connected 6 of them, I suspect the maximum data throughput is to high when I switch to 50Hz.
The IRQ switch speed is too high for the com port to operate properly.
Is there any other possible reason? Please correct me if I'm mistaken.
Development environment of Receiver : Delphi 6 in Windows XP Professional 32-bit version, with CPort 3.1
The IRQ rate isn't that high and modern machines should have no trouble keeping up with it. I suspect the real problem is your app not processing the received bytes fast enough. Especially when your code also updates a UI in the same thread that receives the data.
Hard to give specific troubleshooting hints because you neither specify a language nor an operating system. But be sure to get your error handling correct. Distinguish between a buffer overflow (app not reading fast enough) and a character buffer overrun (driver not reading fast enough). On Windows that's CE_RXOVER and CE_OVERRUN.
Are there constraints on a serial port with more than 6 devices
connected?
Yes, there are constrains. I assume that you have differential outputs and an I/O receiver with differential inputs. Please, see Balanced differential signals. It is possible that the maximum voltage ratings of the receiver circuits are exceeded.
Each port speed must match corresponding device speed. Please, see other criterias which must be matched.
The IRQ switch speed is too high for the com port to operate properly.
Why do you assume that it would be a problem with your IRQ switch speed? - I would say that you have only scarce IRQ resources.

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