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Protocol (TCP) and the User Datagram Protocol (UDP). Windows HTTP Streaming Protocol (WMSP) This protocol is used to transfer multimedia data, for example, audio and video. The protocol depends on the Hypertext Transfer Protocol (HTTP) for the transfer of all protocol messages including the transfer of multimedia data. Real-Time Streaming Protocol Windows Media Extensions This protocol defines extensions to the Real-Time Streaming Protocol (RTSP), the Real-Time Transport Protocol (RTP), the Session Description Protocol (SDP), and the Real-Time Transport Control Protocol (RTCP) to enable the delivery of multimedia data that is encapsulated in ASF packets. Windows Media HTTP Push Distribution This protocol is used to transfer
The MSS client streams the content to the player application for playback. The player application receives the file header as part of the stream and determines that the content requires a license from the Content Encryption object, (as specified in sections 3.14 and 3.15). The player application can continue to stream the content, but the player application cannot play the content until it has obtained a license to decrypt the content. The player application obtains the URL where the license can be acquired, as mentioned in step 3, from the ASF file header of the file. For information on the Digital Rights Management License Acquisition Data Structure, see [MS-DRM]. Player application requests a DRM license: Using the file URL that was obtained in step 5, the Player Application requests the license from the DRM server. The license acquisition process can be silent or require user input. For example, the server can require a credit card transaction before issuing a license, or the client can obtain the user's consent before requesting a license from a server. For information on the Digital Rights Management License Acquisition Data Structure, see [MS-DRM]. DRM server sends license: After the player application has completed the steps for acquiring the license, the player application can decrypt the content for playback. For a detailed example of media streaming, see section 3.3. For information on the Digital Rights Management License Acquisition Data Structure, see [MS-DRM]. Example 5: Log Statistics to Server Logging is a process that allows the media player client to submit information and statistics to a media server or a web server. The trigger for acquiring logging information depends on the specific log being submitted. Connect-time log: The trigger for the connect-time log is the start of the streaming session. Legacy log: The trigger for the legacy log is the end of the streaming session. Rendering log: The trigger for the rendering log is the media player application ending playback. Streaming log: The trigger for the streaming log is the end of the streaming session. This example demonstrates the use case as described in section . Prerequisites The general requirements are described in section . The streaming server has to meet all preconditions as described in section 2.5.5. Initial System State None. Final System State Statistics are logged by the media server. Sequence of Events The following figure shows the logging communication between a media player client, a media server, and a web server. Figure 20: Logging communication flow
A 35 18 12 22 C 33 51 35 19 21 21 21 12 4 Considerations 35 35 D Dependencies with other systems ( 21, 21) 21 Design intent 32 30 23 24 25 29 27 Discover media server urls - media player client 32 E 19 35 36 Extensibility 50 50 33 21 21 F 12 12 G 9 H 35 I 50 35 10 22 4 L Log statistics to servers - media player client 30 M 50 O Overview 18 12 4 P 22 50 Publish content to media server - encoder 24 Publish secure content to media server - encoder 25 R 10 Request license from license server - media player client 29 Requirements 35 35 12 22 S 35 Stream content from server - media player client 27 12 19 21 21 35 System overview 4 18 System use cases 32