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UDP Syncing

UDP Syncing syncs named advert plugins on different players on the same network. Compare with Local Syncing.

UDP Syncing is conrolled by the following variables

  • Adverts.UDPSync.Enabled (def. false)
  • Enable syncing between named advert plugins on the same network.
  • Adverts.UDPSync.AdName (def. "FullScreenAds")
  • Name of advert plugins to do syncing on.
  • Adverts.UDPSync.IsController (def. false)
  • When UDP sync is enabled:

    • If IsController is True, the above named pulgin Controls other Follower plugins of the same name on other units.
    • i.e. it will send the advert to prepare\play to those units.
    • If IsController is False the above named pulgin is a Follower.
    • i.e. it listens for an advert sent by a Controller instead of preparing\playing ones itself.
    • If a Follower isn't "pinged" by Controller for 30 seconds it reverts to playing its own playlist.
  • Adverts.UDPSync.IPAddress (def. 255.255.255.255)
  • The IP address for UDP messages.
  • Adverts.UDPSync.Port (def. 50000)
  • The port for UDP messages.

Enabling UDP Syncing

This is done by overriding the above variables. You do this in the CMS by (depending on requirements):

  1. Overring them for all kiosk in the project (project > settings > variables)
    Or
  2. Overriding them per-kiosk (project > devices > kiosk > settings >USD Config)

  • Remember, method 1 affects all kiosks.
  • Do NOT use this method for Controllers. There must be only one Controller so method 2 must always be used for that.
  • Followers can use method 1 if required but, if only a sub-set of kiosks need syncing, you can use method 2 for Followers and Controllers.
  • et the variable Adverts.UDPSync.Enabled=true on all players to sync.
  • Override for all kiosks (method 1) or per-kiosk (method 2) for just a sub-set of players.
  • Make sure the Adverts.UDPSync.AdName variable is the name of the plugin you want to sync.
  • i.e. the "name" in that advert plugin's config file.
  • The default "FullScreenAds" is the main adverts and should only be different for special setups.
  • But if not, override for all kiosks (method 1) or per-kiosk (method 2) for just a sub-set of players.
  • ONLY ONE unit on the network should be a Controller.
  • Therefore, you must use USD settings (method 2) to override Adverts.UDPSync.IsController=true for just ONE unit.
  • e.g. variable.replace.Adverts.UDPSync.IsController=true
  • Make sure Adverts.UDPSync.IPAddress and Adverts.UDPSync.Port are correct.
  • If not, override for all kiosks (method 1) or per-kiosk (method 2) for just a sub-set of players.

Caveats

  • UDP Controllers only tell Followers when to start preparing an advert, and when to show it.
  • It is not "frame perfect" and might be fractionally out depening on network speed etc.
  • All sync'd units MUST be using the same advert feed.
  • If not, a Follower might not be able to find the advert sent by the Controller.
  • This will result in unexpected behaviour.
  • Syncing is NOT compatible with Beacon Messages because those are sent per unit and might be deferent on each kiosk.
  • Therefore, if a Controller or Follower receives a Beacon Message, syncing is temporarily suspended until there are no more Beacon Messages.
  • Do not set a plugin that uses Local Syncing (see below, e.g. banners) to also use UDP Syncing.
    This will result in unexpected behaviour.
  • UDP vs Local Syncing:
    UPD Syncing syncs over the network as described above.

  • Whereas Local Syncing syncs plugins on the same Player.
    This tries to sync non-visible plugins with the currently playing one.
    e.g. so banner ads match the full-screen ones when going into the map (and vice-versa).
    This is controlled by its own separate variables.