How a Simple Screen Share Feature Turned Into a WebRTC Rabbit Hole
Introduction I've spent way too much time trying to come up with some generic introduction for this story, but then I realized none of you probably want to read that anyway. So instead, I'll just jump straight into the story—which is why you're here in the first place. The day I received the requirements The story begins when I received the requirements for a new feature that allows Teachers to share their presentation to review slides before the Lecture begins, so we would have teachers aids using the web version and seeing a screenshare from the main pc powerpoint, at first I thought maybe we can use HLS or RTMP for this and be okay with the 3 seconds delay that it has, but then I continued reading the ticket, we also needed the user to move to the next and previous slides via the web application, which immediately threw my initial idea out of the window. This is because if the user needs to interact with the application there is no way it will be usable without almost immediate feedback. Since we needed to show this to the client quickly we had 2 weeks to implement this feature, so before I did anything, I stopped and started drafting a simple design doc, which besides the fancy name was really just a document with my raw notes taken from research and comparisons between different solutions. After spending some time doing research and looking into different architectures and engineering blogs from companies like Twitch, Slack and Discord, I narrowed the possibilities down to four common architectures used for this type of use case. Architecture Options P2P Mesh This approach revolved around a user establishing WebRTC connections with every other user in the room. Besides being difficult to manage in terms of connections and sessions, it had one fatal flaw: network and CPU overhead. If we had twenty users in the room, every participant would maintain nineteen separate peer connections while sending nineteen streams, quickly consuming both CPU and bandwidth. MCU (M