ltebean / Live
- пятница, 15 июля 2016 г. в 03:13:44
Swift
Demonstrate how to build a live broadcast app.
This project is to demonstrate how to build a live broadcast app. It include these features:
I've set up a test server at 139.196.232.10, so you can directly run the iOS project.
You can set up your own rtmp server, the guidance can be found here: https://github.com/arut/nginx-rtmp-module
Just go to the live-server
folder, run npm install
, then start the server by node app.js
Go to the live-ios
folder, run pod install
(must use cocoapods 0.39.0)
In Config.swift, update the server url:
struct Config {
static var rtmpPushUrl = "rtmp://139.196.232.10/live/"
static var rtmpPlayUrl = "rtmp://139.196.232.10/live/"
static var serverUrl = "http://139.196.232.10:3000"
}
The app can also run on a simulator, but to broadcast, you need to run it on a real device.
The basic live streaming flow is:
broadcaster -> rtmp -> media server -> cdn -> rtmp or hls -> audience
For the simplest case, we don't need a cdn server, then the flow will be:
broadcaster -> rtmp -> media server -> rtmp or hls -> audience
That is, the boadcaster push the live stream using the RTMP protocal to a media server, the audience pull the stream from the server using RTMP or HLS protocal.
Some explaination for RTMP and HLS:
RTMP: RTMP is used to stream audio, video or data and is originally a proprietary protocol introduced by Macromedia (owned by Adobe). The protocol is TCP-based and offers therefore persistent connections. In short, RTMP encapsulates MP3/AAC audio and MP4/FLV video multimedia streams.
HLS: HTTP Live Streaming is known as HLS. As the name implies, it is the media streaming communications protocol based on HTTP; developed by Apple as part of their QuickTime, Safari, OS X, and iOS products. How does it work? It breaks the overall stream into a sequence of small HTTP-based files (.ts: Transport Stream). These transport stream files are indexed in the file .m3u8. It is required to download first the .m3u8 playlist to play a live stream.
For the media server, there are serveral choices:
After setting up the server, you can test it using ffmpeg(install it by brew install ffmpeg
).
ffmpeg -f avfoundation -framerate 30 -i "1:0" -f flv rtmp://server-url
p.s. Lots of live stream cloud already covers the media server and cdn parts. You just need to push/pull the stream from it.
There are serveral open source projects supporting RTMP, this project uses:
You can find the usage of these libs in their project pages.
This project uses socket.io to handle the client-server communication, the logic is very simple, on the server side:
var rooms = []
io.on('connection', function(socket) {
socket.on('create_room', function(roomKey) {
rooms.push(roomKey)
socket.roomKey = roomKey;
socket.join(roomKey);
});
socket.on('close_room', function(roomKey) {
closeRoom(roomKey)
});
socket.on('disconnect', function(roomKey) {
if (socket.roomKey) {
closeRoom(socket.roomKey)
}
});
socket.on('join_room', function(roomKey) {
socket.join(roomKey);
});
socket.on('upvote', function(roomKey) {
io.to(roomKey).emit('upvote')
});
socket.on('comment', function(data) {
io.to(data.roomKey).emit('comment', data)
});
});
On the client side, it uses the socket.io swift client(https://github.com/socketio/socket.io-client-swift), the logic is also simple:
create, join, or close a room:
socket.on("connect") {data, ack in
self.socket.emit("create_room", self.room.key)
}
socket.on("connect") {data, ack in
self.socket.emit("join_room", self.room.key)
}
socket.emitWithAck("close_room", room.key)(timeoutAfter: 0) {data in
self.socket.disconnect()
}
publish likes and comments events:
socket.emit("upvote", room.key)
socket.emit("comment", [
"roomKey": room.key,
"text": text
])
listen likes and comments events:
socket.on("upvote") {data ,ack in
self.emitterView.emitImage(R.image.heart()!)
}
socket.on("comment") {data ,ack in
let comment = Comment(dict: data[0] as! [String: AnyObject])
self.comments.append(comment)
self.tableView.reloadData()
}