Multi-user applications in multimedia networks
The invention provides a solution for alleviating problems related to operation and administration of multi-user application programs, particularly real-time applications, in systems of networked computers by means of a novel feature, implemented as an enhancement of a selected call control protocol, such as the H.323 or SIP protocol. Each client, server, Gatekeeper and optional firewall means of a system according to invention is provided with a specific real-time codec with a common interface adapted to a multimedia call control protocol, such as H.323 or SIP, the codec being adapted to co-operate with each of said means. Thus, for example, each of said client means is allowed to use its data communication protocol of choice without the need for the same data communication protocol choice on the server side of the application.
The invention relates to the field of multi-user applications in systems of networked computers, and more particular to a multi-user computer system, method and arrangement employing multimedia call control, for alleviating problems of operation and administration of multi-user or real-time application programs in systems of networked computers.
THE PROBLEM AREASIn systems with networked computers, it is often desirable to allow more than one user to interact with a single application at the same time (concurrently). Such applications are often called multi-user applications. Each multi-user application can be said to belong to one of the following two groups:
- 1) Multi-user applications with real time requirements; and,
- 2) Multi-user applications without real-time requirements.
Typical examples of applications that belong to the first group are multimedia conferencing applications and multi-player games, while multi-user white boarding and word processors with document sharing are typical examples of applications belonging to the second group.
When enabling more than one user to interact with the same application, typically, the users are each provided with parts of the application, hereinafter referred to collectively as clients. The clients then communicate with the remaining parts of the application, hereinafter referred to collectively as the server. The physical location of the server can be a computer shared with one of the participating clients, which typically is the case for word processor sharing and games, or it can be a separate computer such as a dedicated server computer. Use of a separate computer is quite common when the shared application needs more resources than what is available at the location of any of the clients.
A protocol is used for information exchange between the client and the server. Although several standard protocols exist, customised protocols that are optimised for each type of application are commonly employed. The reason for this is that each type of application has its own, specific needs. A typical shared real-time application will often make use of small data packets to increase transfer speed, while non-real time applications will often make use of larger data packets to decrease the use of communication channel bandwidth for the information exchange.
Network games can be, as mentioned earlier, typical examples of multi-user applications with real-time requirements. In network games, each client runs most of the application locally. This means that the clients send only information to the server about the positions in the game and the current status of their respective players (the type of information, sent and received, is of course dependent upon the type of game). The server then co-ordinates and combines the information received from all clients and sends co-ordinated and combined information back to the respective clients. If only a small number of users, say, less than ten, is supported, then the server is often located with one of the clients. If, on the other hand, a large number of concurrent users are allowed, then the need for computer resources would be greater, and the server in such cases are often assigned separate hardware.
When, in a networked system, each such multi-user application is using its own protocol, this represents a significant problem to the administrator of these protocols, as it is difficult, and sometimes even impossible, for the administrator to perform common administration of the supported multi-user applications. In this context, administration is defined as:
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- Methods for access control of who is allowed to communicate with the server
- Trace logs of usage
- Fault handling
- Administration of addresses and users
- All the needed logic to perform user billing of usage of the server
- Other types of administration
Yet another problem encountered in such situations is to enable the different multi-user application protocols to pass through a firewall. This is especially difficult with multi-user applications with real-time requirements, because such applications often use the User Datagram Protocol (UDP) as a transport protocol. Due to the connectionless nature of UDP, it is difficult to allow UDP based traffic to pass through a firewall and at the same time obtain good protection by the firewall.
Another problem related to using one of the standard call control protocols for multi-user server communication is that the existing means for transporting information, hence not session initiation information, in current solutions are based on codecs that are optimised for voice, video or other non real-time data transfer. For transport of real-time data, these codecs are not suitable.
Furthermore, it would be beneficial if all multi-user applications that operate in one domain could use the same communication protocol. If they all make use of the same communication protocol, administration problems (e.g. access control, trace logs, etc.) and communication problems (e.g. enable communication through a firewall) could be solved for the common protocol, and hence be used by all multi-user application servers.
KNOWN SOLUTIONS AND PROBLEMS WITH THESEOne suggested solution to the problem of administration is to implement separate support for administration of each type of application. The major problem with this method is, firstly, that for each new supported multi-user application the administration has to implement a new set of administration mechanisms, and secondly, that the administrator has to integrate the new set of administration mechanisms with existing administration for other multi-user applications.
Another suggested solution to the same problem is to support only multi-user applications that use a standardised protocol such as for example the Hyper-Text Transfer Protocol (HTTP). This, however, leads to other problems, as use of a single protocol will make it very difficult to make multi-user applications work in the network because of their different nature and their different resource requirements.
OBJECTS OF THE INVENTIONIt is, therefore, an object of the invention to provide a solution to the problems outlined above, and which overcome the problems of the known solutions.
BRIEF DISCLOSURE OF THE INVENTIONThe present invention provides a system recited in the accompanying independent claim 1, a method recited in the accompanying independent claims 2, 8, 9 and 10, and an arrangement recited in the accompanying independent claim 7. Other advantageous features of the invention are recited in the accompanying dependent claims 3-6 and 11-14.
The present invention proposes a solution to solve the problem of administration of different multi-user applications by means of the H.323 standard according to ITU-T Recommendation H.323, 02/98 “Packet-based multimedia communications system”, which is the standard mostly used for systems providing multi-media traffic today. Establishing and administrating connections between clients and their respective servers by means of H.323, according to the invention, provides the advantage of allowing a system that includes application specific protocols as well as one common standard protocol, namely the H.323.
BRIEF DESCRIPTION OF THE DRAWINGS
In the following, the present invention will be described by way of example and with reference to the accompanying drawings.
Referring to
Now, referring to
Then the client starts the data channel of H.323 towards the server. This is allowed according to H.323, although it is not usually done this way as the procedure usually employed is to start voice and video channels. According to invention, the H.323 protocol is extended to support a new codec. This is shown below:
For the purpose of simplifying the explanation of the solution of the invention by way of example, in the following, H.323 and H.323 names and terms will be employed extensively. A new codec that is specialised for real-time data transfer has to be developed. In H.323 the new codec has to be identified in the ASN.1 syntax as described below:
This basis for the ASN.1 code shown above is described in ITU-T Recommendation H.245, 02/98 “Control protocol for multimedia communication”. The code above, being an amended code applicable to solutions according to H.245, shows how the Data Application field of the H.245 protocol is extended to accommodate the invention. In system operating according to the invention, such adaptation of H.245 is included in all clients, servers, and gatekeepers that has registered gaming servers to them (if the gatekeeper is routing h.245). In this context, the particular name of the new codec is not relevant, just that it is a new one. Any requirements for more than one new codec in a particular system will depend on the requirements defined for the communication between the client and the different types of gaming servers. What is important, though, is that a game server and all of its connected clients must provide support for the same codec type.
The new codec is designed in a simple fashion, meaning that it requires little overhead. In the following, some of the characteristics of the new codec are given:
-
- The codec uses RTP (Real-time transport Protocol) over UDP (User Datagram Protocol) to obtain real-time transport
- The codec includes mainly to types of messages: a) a data message, and b) a control message.
- The data message can be sent from the client or from the server. The control message is only sent from the server.
Referring to
-
- In the Type field is an identifier defining the type of message is (e.g. 1=data message, 2=control message); which in this case is a data message.
- In the Protocol field is an identifier defining how the data in the rest of the message shall be interpreted. Note that there has to be a common understanding of the data format among client and server.
- In the Data field is included the data that is sent from the client or from the server
Referring now to
-
- In the Type field is an identifier defining the type of message is (e.g. 1=data message, 2=control message); which in this case is a control message.
- In the Protocol field is an identifier defining how the Control information in the rest of the message shall be interpreted. Note that there has to be a common understanding of the control format among client and server.
- In the Data field is included the control information that is sent from the server towards the clients. Examples of control information are how often data messages shall be sent from the client towards the server, and how often the server will send data messages towards the client.
Note that time-stamps and sequence numbers is not part of the codec messages, because this information typically can be obtained from the RTP header.
Now, with reference to the accompanying
Now, with reference to
With reference to the sequences explained above, it should be noted that the different possibilities illustrated by
In H.323 networks with gatekeepers, all signalling must go through the gatekeeper. When the gatekeeper allows set-up and operation of a call, it can, according to known H.323 architecture and implementations, inform the normal charging system of that usage has started. A charging system can be added to a system, such as the system depicted in
Further, as illustrated in
Referring to
In accordance with the above, the H.323 Proxy contains the following functions:
-
- The H.323 proxies the RAS signalling (registration and admission), and replaces the internal IP addresses of the enterprise in the RAS messages with public IP addresses (NAT-Network Address Translation).
- The H.323 proxies the Q.931 signalling (call set-up), and replaces the enterprise internal IP addresses in the Q.931 message with public IP addresses.
- The H.323 proxies the H.245 signalling (media channel set-up), and replaces the enterprise internal IP address in the H.245 messages with public IP addresses. If the endpoint uses H.245 in a separate channel the H.323 proxy transforms this to a tunnelled H.245 since the IPT system always uses tunnelled H.245.
- The H.323 proxy controls the media streams that are set-up as a result of the H.245 signalling, and proxies the media streams (media stream NAT).
From the example described above, and as illustrated by
The procedure of authenticating H.323 end-user in H.323 systems is specified in H.323. However, it is only specified how the user name and password can be sent from an end-user to the gatekeeper. To obtain true authentication, a means for checking the username against the password must be added to the system. On way of allowing this check to be accomplished is, as illustrated in the accompanying
During the H.323 set-up phase, the client and the server also both inform each other of on which ports they want to receive data and of whether they are using the Transmission Control Protocol (TCP) or UDP. This information can be used by a H.323 Proxy to enable the chosen data protocol to be transferred through a firewall.
When the set-up phase is over, the respective client and server use the chosen protocol that is optimised for their needs to transfer data to each other.
When the session is over, the client closes the connections and informs the gatekeeper. The gatekeeper then informs the charging system that the usage of the server has stopped. If a client should become inoperable or a network failure should occur, then the system can also detect this because H.323 requires regular updates of the status of the “call”. A correct record of time of usage is therefore guaranteed.
Although only a simple H.323 network is shown in the
By using H.323, the applications can easily be integrated with voice and video if they do not already have this support. This will give some application a new dimension without the need for making large changes the application required otherwise.
When using H.323, the client does not need to know the IP(Internet Protocol)-address of the server, as the H.323 supports more advanced address schemes like E-164 numbers, e-mail addresses or aliases.
ABBREVIATIONS, DEFINITIONS AND ACRONYMS
Claims
1. A system of computers networked by means of the H.323 protocol or the SIP protocol, each of said systems including at least one Gatekeeper means and at least one each of server and client means for operating a client/server multi-user computer application, and, optionally, a firewall means provided with H.323 or SIP proxy, wherein client registration and authorisation in the network are according to registration and authorisation method of H.323 or SIP,
- characterised in a user handling database means associated with said Gatekeeper means, and
- that each of said Gatekeeper means, server means and client means comprises a real-time codec having a common H.323 or SIP interface, each of said codecs being adapted to co-operate with the respective Gatekeeper means, server means or client means.
2. A method for alleviating problems of operation and administration of multi-user computer application programs in systems of computers networked by means of the H.323 OR SIP protocol, each of said systems including at least one Gatekeeper and at least one each of server and client for operating a client/server multi-user computer application, and, optionally, a firewall provided with H.323 or SIP proxy, said method comprising the steps of client registration and authorisation in the network are according to registration and authorisation method of H.323 or SIP, characterised in that the method further comprises:
- initiating, by the client, a call set-up with the server as the destination, thereby exchanging information of ports for receiving data and of whether the communication protocol is TCP or UDP,
- checking, by the Gatekeeper, in a user profile obtained from a user handling database associated with said Gatekeeper to determined whether or not the client is allowed to make a call set-up towards the server,
- informing, by the Gatekeeper, the client of whether or not that the client is allowed to make the call set-up, and
- starting, by the client, a data channel towards the server according to an enhanced H.323 or SIP upon the call set-up for which the client is allowed to make, which enhanced H.323 or SIP is enhanced by an extension supporting a specific codec and is operable on the client and the server, said codec is arranged to be mapped into by a protocol employed by the client and by a protocol employed by the server.
3. A method according to claim 2, characterised in that the method further comprises:
- transferring, by the client and upon call set-up, data from the client to the server, and vice versa, by means of a selected protocol mapping into the real-time codec.
4. A method according to claim 2, characterised in that the method further comprises:
- closing, the client and when the session established by the call set-up is over, connections between the client and the server, and
- informing the gatekeeper according to corresponding methods of H.323 or SIP.
5. A method according to claim 2, characterised in that the client is a game client and the server is a game server.
6. A method according to claim 2, characterised in that the method further comprises:
- monitoring, by the gatekeeper, the status of the call set up between the client and the server, and
- maintaining a record of the duration of the call.
7. An arrangement for operation and administration of multi-user computer application programs in systems of computers networked by means of the H.323 or SIP protocol, each of said systems including at least one Gatekeeper and at least one each of server and client for operating a client/server multi-user computer application, and, optionally, a firewall provided with H.323 or SIP proxy, wherein client registration and authorisation in the network are performed according to registration and authorisation method of H.323 or SIP,
- characterised in that each gatekeeper, client, server and optional firewall element of the system is provided with a co-operating H.323 or SIP protocol enhancement function means comprising a specific real-time codec being adapted to co-operate with a respective Gatekeeper, client, server or optional firewall element.
8. Method of using of a H.323 or SIP telecommunication network arrangement in a computer network game system including a plurality of computer network game clients and at least one respective computer network game server, said server optionally being protected by a computer network firewall, characterised in that the method comprises:
- controlling a clients access to the server,
- allowing, optionally, undisturbed data communication through the firewall between a server and a respective client,
- obtaining data for a clients usage of the server, the data being useful for usage charging, and
- handling and recording communication faults and irregularities.
9. A method of providing co-operative real-time operation of a client part and a server part of a client-server real-time computer program application over a computer network, the client and server parts being adapted with a data exchange interface to a standard multimedia computer call control and communication program, characterised in
- invoking a client part of a client-server real-time computer program application,
- invoking a client call control part of a standard multimedia computer call control and communication program,
- invoking a server part of said a client-server real-time computer program application,
- invoking a server call control part of said standard multimedia computer call control and communication program, and
- effecting a multimedia call from said client call control part to said server call control part, thereby establishing a real-time communication link between the client part of said client-server real-time computer program application and the server part of said client-server real-time computer program application.
10. A method of establishing and running co-operative real-time operation of a client part and a server part of a client-server real-time computer program application over a computer network, the client and server parts being adapted with a data exchange interface to a standard multimedia computer call control and communication program, characterised in:
- invoking a client part of a client-server real-time computer program application,
- invoking a client call control part of a standard multimedia computer call control and communication program,
- invoking a server part of said a client-server real-time computer program application,
- invoking a server call control part of said standard multimedia computer call control and communication program,
- communicating a setup message from said client call control part to said server call control part,
- communicating an accept message from said server call control part to said client call control part,
- communicating a media suggestion and control receiver address message from said client call control part to said server call control part,
- communicating a media accept and data destination message from said server call control part to said client call control part,
- communicating a media suggestion and control receiver address message from said client call control part to said server call control part,
- communicating a media accept and data destination message from said server call control part to said client call control part,
- communicating a control message, as required by said application program server part, from said application program server part to said application program client part, and communicating data, as specified by said control message, from said application program client part to said application program server part.
11. The method of claim 10, characterised in that communicating the control message and the data message, respectively, is effected by direct message communication between said application program client part and said application program server part.
12. The method of claim 10, characterised in that communicating the control message and the data message between said application program client part and said application program server part, respectively, is effected by communicating said messages via said client call control part and said server call control part.
13. The method of claims 9-12, characterised in that said standard multimedia computer call control and communication program operates according to H.323 or SIP.
14. The method of claims 9-13, characterised in that said client part of a client-server real-time computer program application and said client call control part of said standard multimedia computer call control and communication program operate on a first computer platform, and
- that said server part of said a client-server real-time computer program application and said server call control part of said standard multimedia computer call control communication program operate on another computer platform.
Type: Application
Filed: Jan 4, 2002
Publication Date: Sep 1, 2005
Patent Grant number: 7231420
Inventor: Knut Bach Corneliussen (Oslo)
Application Number: 10/037,487