3. Use Cases
This section defines use cases specific to data channels. Please note that this section is informational only.
3.1. Use Cases for Unreliable Data Channels
U-C 1: A real-time game where position and object state information are sent via one or more unreliable data channels. Note that at any time, there may not be any SRTP media channels or all SRTP media channels may be inactive, and there may also be reliable data channels in use.
U-C 2: Providing non-critical information to a user about the reason for a state update in a video chat or conference, such as mute state.
3.2. Use Cases for Reliable Data Channels
U-C 3: A real-time game where critical state information needs to be transferred, such as control information. Such a game may have no SRTP media channels, or they may be inactive at any given time or may only be added due to in-game actions.
U-C 4: Non-real-time file transfers between people chatting. Note that this may involve a large number of files to transfer sequentially or in parallel, such as when sharing a folder of images or a directory of files.
U-C 5: Real-time text chat during an audio and/or video call with an individual or with multiple people in a conference.
U-C 6: Renegotiation of the configuration of the PeerConnection.
U-C 7: Proxy browsing, where a browser uses data channels of a PeerConnection to send and receive HTTP/HTTPS requests and data, for example, to avoid local Internet filtering or monitoring.