c964e54523
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120 lines
4.9 KiB
Markdown
120 lines
4.9 KiB
Markdown
# 📹🎙️🦀 Rust Client SDK for LiveKit
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[](https://crates.io/crates/livekit)
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[](https://github.com/livekit/client-sdk-native/actions/workflows/rust.yml)
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⚠️ Warning
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> This SDK is currently in Developer Preview mode and not ready for production use. There will be bugs and APIs may change during this period.
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>
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> We welcome and appreciate any feedback or contributions. You can create issues here or chat live with us in the #rust-developer-preview channel within the [LiveKit Community Slack](https://livekit.io/join-slack).
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## Features
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- [x] Receiving tracks
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- [x] Cross-platform ( currently tested on Windows & MacOS )
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- [ ] Publishing tracks
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- [ ] Adaptive Streaming
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- [ ] Dynacast
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- [ ] Simulcast
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- [ ] Hardware video enc/dec
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- [ ] NvEnc for Windows
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- [x] VideoToolbox for MacOS/iOS
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## Crates
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- `livekit-core`: LiveKit protocol implementation
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- `livekit-utils`: Shared utilities between our crates
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- `livekit-ffi`: Bindings for other languages. Uses `livekit-core`.
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- `livekit-webrtc`: Safe Rust bindings to libwebrtc
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- `webrtc-sys`: Unsafe bindings to libwebrtc
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## Motivation and Design Goals
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LiveKit aims to provide an open source, end-to-end WebRTC stack that works everywhere. We have two goals in mind with this SDK:
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1. Build a standalone, cross-platform LiveKit client SDK for Rustaceans.
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2. Build a common core for other platform-specific SDKs (e.g. Unity, Unreal, iOS, Android)
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Regarding (2), we've already developed a number of [client SDKs](https://github.com/livekit?q=client-sdk&type=all) for several platforms and encountered a few challenges in the process:
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- There's a significant amount of business/control logic in our signaling protocol and WebRTC. Currently, this logic needs to be implemented in every new platform we support.
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- Interactions with media devices and encoding/decoding are specific to each platform and framework.
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- For multi-platform frameworks (e.g. Unity, Flutter, React Native), the aforementioned tasks proved to be extremely painful.
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Thus, we posited a Rust SDK, something we wanted build anyway, encapsulating all our business logic and platform-specific APIs into a clean set of abstractions, could also serve as the foundation for our other SDKs!
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We'll first use it as a basis for our Unity SDK (under development), but over time, it will power our other SDKs, as well.
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## Getting started
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Currently, Tokio is required to use this SDK, however we plan to make the async executor runtime agnostic.
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### Connecting to a Room and listen to events:
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```rust
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use livekit::prelude::*;
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#[tokio::main]
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async fn main() -> Result<()> {
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let (room, room_events) = Room::connect(&url, &token).await?;
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while let Some(event) = room_events.recv().await {
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match event {
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RoomEvent::TrackSubscribed { track, publication, participant } => {
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// ...
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}
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_ => {}
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}
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}
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Ok(())
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}
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```
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### Receive video frames of a subscribed track
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```rust
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match event {
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RoomEvent::TrackSubscribed { track, publication, participant } => {
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if let RemoteTrackHandle::Video(video_track) => {
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let rtc_track = video_track.rtc_track();
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rtc_track.on_frame(Box::new(move |frame, buffer| {
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// Just received a video frame!
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// The buffer is YuvEncoded, you can decode it to ABGR by using our yuv_helper
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// See the simple_room example for the conversion
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});
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} else {
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// Audio Track..
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}
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}
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_ => {}
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}
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```
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## Examples
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We made a [simple room demo](https://github.com/livekit/client-sdk-native/tree/main/examples/simple_room) leveraging all the current SDK features. Videos are rendered using wgpu and egui.
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## FAQ
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### Do you plan to offer a C/C++ SDK?
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Yes! In fact, we also plan to release an SDK for C++ in the coming months. It, like our other platform-specific SDKs, will use the Rust SDK. 🙂
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### Did you consider C/C++ as your common core?
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Yes. We chose Rust over C++ for a few reasons:
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- Rust's ownership model and thread-safety leads to fewer crashes/issues.
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- Rust's build system requires less configuration and is easier to work with.
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- While we love C/C++, it's a bit nicer to write code in Rust.
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- Rust has a rich ecosystem of tools (e.g. websockets, async executor).
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- Having the WebAssembly target will be useful down the road, C++ has Emscripten but it's a bit harder to set up and doesn't yet have WebRTC support.
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### Did you look at Arcas for libwebrtc bindings?
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Yes. Our build system is inspired by LBL's work! Given that some of our logic (e.g. hardware decoder code) is in C++ and that we may need to bridge more/different things than Arcas, we decided it was better to have our own bindings for full control.
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