Cloud Access: Firewall / Proxy settings
Presenter Player needs a connection to the following URLs by using port 80 and 443:
For simple player discovery and to use the Presenter Control for Mac/Light applications Bonjour must be allowed on your network (UDP Ports 5350-5353). This is not a requirement for ~senda Player operation but makes control and setup of players easier.
Local LAN Publishing
TCP Port 22 (SSH) is used to transfer data from the creator software to the player on the network. Rsync is used to reduce the amount of traffic required; only syncing changes to the players. Each player in the network has a copy of the project so the creator does not require a constant connection to the player after the publishing process is completed. For other publishing scenarios click here
Apple Remote Desktop
Port 3283 - Remote Management
Port 5900 - Screen Sharing
TCP/IP Control Ports:
- Port 27182 - Used to trigger player content via ASCII control commands
- Port 17236 - Used for Presenter Web control in version 3.3.0 and onward. Each player has a small JSON web service running which allows for simple control of a player from a web page
- External control is enable by default and can be turned off on a per-player basis.
- If a network command is sent to one player it will be sent to all players within the same multicast sync group. Specifying the Player Group or ID in the command allows for greater control of which players will execute the command sent
- More on TCP/IP control
Multicast Sync groups help maintain consistent playback by synchronizing video playback, commands, and schedules. One player on the network is automatically determined as the sync master (usually the first player started on the network) and other players reference this machine via multicast communication.
- Default Multicast Group: 220.127.116.11 Port Range: 1001-1999
- It is recommended to use addresses in the 239.0/16 address space as this is not used by other devices. In some cases you might have to change the multicast group in order to avoid conflicts. This is done on a per-player basis.
- If iGMP snooping is available on switches it is recommended to handle multicast traffic correctly across multiple switches.