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@browser-network/network

A WebRTC based direct peer to peer network in the browser.

  • 0.0.10
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  • npm
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Distributed Browser Network

A WebRTC based direct peer to peer network between WebRTC enabled clients.

The Network is a peer to peer, decentralized, browser based network. It uses WebRTC to connect directly from browser to browser. Every browser window connects to many others, creating a robust network through which messages can be sent.

The goal of this project is to enable easy to use, truly serverless app development.

The Network can be installed via npm or cdn and dropped into any web app and the app will become an interconnected network of all the users who currently have the app open.

A million and one things can be done with such a network. The original impetus for writing this was to create a decentralized database of sorts to enable truly serverless real time state updates on the web. This could be used for something like a social network to great effect. It'd mean no intermediary between users and their data. Each user does some of the work of saving states and communicating on the network. The incentive to run the code is to use the app.

Really anything that requires real time capabilities will work with this. What immediately comes to mind:

  • A whole array of video/audio/messaging room based situations
  • Real time multiplayer games
  • Parallel computation coordination
  • Trustless decentralized state machine
  • Cryptocurrency

Features

  • Self Healing - when a connection breaks, a node on the network establishes a new connection with another node. The network internally gossips WebRTC handshake information to (re)establish connections with disconnected nodes.

  • The only external reliance is on a lightweight http only switching service which has a small resource footprint. Note it does not rely on websockets, just regular http requests.

  • This software can be run in both browsers and in node.js. That means you can have a permanent network node set up somewhere headless in a node.js process if you want.

  • This software defines a set of message protocols that can be used with any other webRTC enabled hardware. This means one network is not limited to having browsers and node.js instances only - phones implement webRTC in browsers, and webRTC is enabled natively for both Android and iOS.

  • If you do want full uptime and a similar user experience to an app with a server, you can just leave a browser window of your app open. Another way of saying this, is the only programming you have to do to have a real server is opening up a browser window :P Note that if you wish to do slightly more programming, you can also run a node.js node with the same networkId, and it will act as a headless browser window, fulfilling all the same functionality as a browser window would.

  • Cryptographic security - Network uses eccrypto to ensure veracity of messages. It's cryptographically difficult to spoof or modify a message that's not your own.

How it works

When you first open the webpage, the app does need some way to find at least one node on the network. So we have a switching service.

Once we connect to another node that's in a network (by we here, I mean a node, if the reader will allow), then we'll start to hear messages from our "neighbor" nodes, which is to say, those in the network we're directly connected to. The messages may originally come from those neighbors or they may not. Each message has a ttl (time to live). If we receive a message with a ttl > 1, we decrement it and pass it along on to our neighbors. In this way, the whole network can receive messages even though not every node is connected to each other.

Some of the messages we'll be hearing will be open connection information (rtc "offer" SDP info). If one of those is for someone we're not yet connected to, we'll generate a response (rtc "answer" SDP info based on the original offer), and send that response back out into the network to the node that originally sent it. If they receive it, a direct connection will be established. It's by this means that the network is self healing.

There are various schemes in place for efficiency.

  • A switchboard backoff scheme to even further decrease switchboard resource usage.
  • Message id memory so as not to repeat rebroadcasts of messages
  • A rude list. If you get on the rude list, you get dropped and blocked.
  • Connection garbage collection. WebRTC connections are unstable. A garbage collector periodically cleans bad connections making room for new ones.
  • Tunable max connections - dial up or down the max number of connections you want to have in real time. Network will won't make any new connections while there are more than that setting (config.maxConnections).

The Switching Service

The switching service can facilitate a connection between any two nodes that are not already connected. So if you're a node who isn't yet connected to the network, you'll ping the switching service and find and connect to one node who's already in the network. Then immediately you'll start receiving connection information from other nodes in the network and you'll rapidly bolster your connectivity.

The switching service has negligable processing and memory footprints. It operates only in memory, it doesn't need a database or write to disk in any way. The switching service will be exchanging small JSON data with various nodes in the network so it will use some small bandwidth. But it's important to note that this is not anything like a cryptocurrency miner, the resource usage of the switching service is meant to be as small as possible.

One service can handle multiple apps so you will probably not have to run one. However if you do want to run a switching service, a node.js implementation is available here.

Installation

npm install @browser-network/network

or

<script src="//unpkg.com/@browser-network/network/umd/network.min.js"></script>

Quick Start

This is about the simplest app I could come up with - it lets you send and see messages in the browser console.

<!doctype html>

<html lang="en">
  <body>
    <script src="//unpkg.com/@browser-network/network/umd/network.min.js"></script>
    <script src="//unpkg.com/@browser-network/crypto/umd/crypto.min.js"></script>
    <script>

      const network = window.network = new Network.default({
        switchAddress: 'http://localhost:5678', // default address of switchboard
        secret: Bnc.generateSecret(),
        networkId: 'test-network'
      })

      network.on('message', console.log)

      let counter = 0
      setInterval(() => {
        counter += 1

        network.broadcast({
          type: 'amazing-hello-message',
          data: 'This is message number ' + counter,
          appId: 'my-cool-app-id'
        })
      }, 1000)

    </script>
  </body>
</html>

Copy and paste that html into some html file of your choosing on your machine. Then in one terminal:

npx @browser-network/switchboard

And in another, host your html file. I've always found this to be easiest:

python -m SimpleHTTPServer

Now navigate to localhost:8000 or whatever port you're hosting it on, with a few browser windows, and you'll soon start to see messages being passed back and forth.

Usage

First up, instantiate a Network.

import Network from '@browser-network/network'

const network = new Network({
  switchAddress: 'http://localhost:5678', // default address of switchboard
  address: globalThis.crypto.randomUUID(), // arbitrary string
  networkId: '<something unique but the same b/t all your nodes>',
  config:{
    offerBroadcastInterval: 1000 * 5,
    switchboardRequestInterval: 1000 * 5,
    garbageCollectInterval: 1000 * 5,
    respectSwitchboardVolunteerMessages: true,
    maxMessageRateBeforeRude: 100,
    maxConnections: 10
  }
})

See the network config type for more info on the config object.


Network is essentially a message event emitter, so listening for messages will be your main interaction with the network.

network.on('message', ({ appId, message }) => {
  // You'll usually want to ensure the message is for your app. It's
  // just a way to namespace your messages amongst the sea of other
  // messages on the network.
  if (appId !== myAppId) return

  // message is of type Message
  switch (message.type) {
    case 'my-message': {
      ...
    }
  }
})

See more about the Message type

Aside from listening to messages, you'll of course also want to send messages:

network.broadcast({
  type: '<whatever type>',
  appId: '<your hard coded app id>',
  data: { anything: 'here' },
})

The network will fill in all properties from Message that were not passed in aside from what's above, which is required.


Network also exposes a way to see all of the connections currently established:

network.connections() // -> Connection[]

See more about the Connection type


Network also gives you the means to add ip addresses to a "rude list". If someone makes it onto your rude list, you don't connect with them any more. Currently a machine will automatically be included in the rude list if it sends more messages than config.maxMessageRateBeforeRude in any given second.

network.addToRudeList('<ip address>')
network.isRude('<ip address>') // -> boolean

Building

If you're building with this project for the browser, the best way to build your project, (and how this project builds its CDN exports), is with Browserify.

See the package.json for how this project builds for CDN vs ESM library style.

TODO

  • Better switching service backoff scheme
  • Conditional messaging - a preflight is sent before sending a bigger message asking if a node wants to accept it. A broken boundary is rude.
  • Tunable involvement parameters - allow network / disc usage to be modulated
  • Get rid of terrible custom debug implementation.
  • Assess how much of our inter peer data could be represented with buffers
  • if a broadcast is made with a specific address, and we're connected to that address, just go ahead and send directly to that address instead of broadcasting to everyone.
  • Log message config param - toggle for whether to respect log messages. Might be a security vulnerability.

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Package last updated on 02 Sep 2022

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