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Transcript of Network Layer4-1 Chapter 5 Multicast and P2P A note on the use of these ppt slides: All material...
Network Layer 4-1
Chapter 5Multicast and P2P
A note on the use of these ppt slides:
All material copyright 1996-2007J.F Kurose and K.W. Ross, All Rights Reserved
Computer Networking: A Top Down Approach 4th edition. Jim Kurose, Keith RossAddison-Wesley, July 2007.
Network Layer 4-2
R1
R2
R3 R4
sourceduplication
R1
R2
R3 R4
in-networkduplication
duplicatecreation/transmissionduplicate
duplicate
Broadcast Routing Deliver packets from source to all other nodes Source duplication is inefficient:
Source duplication: how does source determine recipient addresses?
Network Layer 4-3
In-network Duplication
Flooding: when node receives brdcst pckt, sends copy to all neighbors Problems: cycles & broadcast storm
Controlled flooding: node only brdcsts pkt if it hasn’t brdcst same packet before Node keeps track of pckt ids already brdcsted Or reverse path forwarding (RPF): only forward
pckt if it arrived on shortest path between node and source
Spanning tree No redundant packets received by any node
Network Layer 4-4
A
B
G
DE
c
F
A
B
G
DE
c
F
(a) Broadcast initiated at A (b) Broadcast initiated at D
Spanning Tree
First construct a spanning tree Nodes forward copies only along
spanning tree
Network Layer 4-5
A
B
G
DE
c
F1
2
3
4
5
(a) Stepwise construction of spanning tree
A
B
G
DE
c
F
(b) Constructed spanning tree
Spanning Tree: Creation Center node Each node sends unicast join message to
center node Message forwarded until it arrives at a node already
belonging to spanning tree
Multicast Routing: Problem Statement Goal: find a tree (or trees) connecting
routers having local mcast group members tree: not all paths between routers used source-based: different tree from each sender to rcvrs shared-tree: same tree used by all group members
Shared tree Source-based trees
Approaches for Building Mcast TreesApproaches: Source-based tree: one tree per source
Shortest path trees Reverse path forwarding
Group-shared tree: group uses one tree Minimal spanning (Steiner) Center-based trees
…You can read the details about the above approaches in the textbook ……
Network Layer 4-8
IP Multicast – Related Works
Seminal work by S. Deering in 1989 Huge amount of follow-on work
Research• 1000s papers on multicast routing, reliable
multicast, multicast congestion control, layered multicast
Standard: IPv4 and IPv6, DVMRP/CBT/PIM Development: in both routers (Cisco etc.) and end
systems (Microsoft, all versions of Unix) Deployment: Mbone, major ISP’s
Network Layer 4-9
IP Multicast – Problems Problems
Scalability• Large number of multicast groups
Requirement of dynamic spanning tree• Practical problem under dynamic environment
System complexity• Routers maintain state information of multicast groups –
deviated from stateless router design • Bring out higher level features, e.g. error, congestion
control..
Autonomous • Difficult across different domain for consistent policies
Network Layer 4-10
Content Distribution Networks (CDN)
Push content to servers at network edge close to users Support on-demand traffic, but also support broadcast Reduce backbone traffic CDNs like Akamai places ten of thousands of severs
Akamai
Edge Server
Source: http://esm.cs.cmu.edu/
Network Layer 4-11
CDN – Streams Distribution
Content delivery network(CDN)
. . . . . . . . . . . . . . . . . .
Splitterservers
Mediaserver
ExampleAOL webcast of Live 8 concert (July 2, 2005)
1500 servers in 90 locations
50 Gbps
175,000 simultaneous viewers
8M unique viewers
SlideSlide by by Bernd GirodBernd Girod
Network Layer 4-12
The Scale Problem
The aggregate capacity To reach 1M viewers with MPEG-5 (1.5 Mbps) TV
quality video, it requires 1.5 Tbps aggregate capacity
CBS NCAA tournament (March 2006), video at 400 Kbps with 268,00 users, the aggregate capacity is 100 Gbps
Akamai, the largest CND service provider, reports at the peak 200 Gbps aggregate capacity
Implication Self-scaling property
Network Layer 4-13
Overlay Multicast – Basic
Application layer multicast or Overlay Multicast Build multicast trees at the application end
A virtual topology over the unicast Internet End systems communicate through an overlay
structure
Existing multicast approaches Swarming-based (tree-less or data-driven) Tree-based (hierarchical-based)
Examples: End system multicast (ESM) – Hui Zhang et al. Yoid – Paul Francis et al. …
Network Layer 4-14
Overlay Multicast
Network Layer 4-15
Overlay Multicast – Discussion
Major advantages Efficient multicast service deployment without
the need of infrastructure support Feasibility of implementing multicast function at
the end of system Easy to apply additional features (metrics)
Issues Limited topological information at end user
side? How to find/determine an ideal topology? Lack of practical system and experiment?
Network Layer 4-16
Ideal Overlay Efficiency:
Routing (delay) in the constructed overlay network is close to the one in the underlying network
Efficient use of bandwidth• Less duplicated packets on the same link• Proper number of connections at each node
Support node locality in overlay construction
Scalability: Overlay remains tractable with the increasing number
of hosts and data traffic Small overlay network maintenance cost Overlay constructed in a distributed way and support
node locality
Network Layer 4-17
Randomly-connected overlay
Locality-aware and Randomly-connected Overlay
AS-1 AS-2
Locality-aware overlay AS-1 AS-2
1
2
3
45
6
7
8
1
2
3
45
6
7
8
Network Layer 4-18
Objective of mOverlay [1] The ability to exploit local resources over remote
ones when possible• Locate nearby object without global communication • Permit rapid object delivery
Eliminate unnecessary wide-area hops for inter-domain messages
• Eliminate traffic going through high latency, congested stub links
• Reduce wide-area bandwidth utilization
Locality-aware Unstructured Overlay
[1] X. Zhang, Q. Zhang, Z. Zhang, G. Song and W. Zhu, "A Construction of Locality-Aware Overlay Network: mOverlay and its performance", IEEE JSAC Special Issue on Recent Advances on Service Overlay Networks, Jan. 2004.
Network Layer 4-19
Key Concepts for mOverlay
Two-level hierarchical network A group consists of a set of hosts close to each other
• For ANY position P in the underlying network, the distance between P and hosts within a group could be considered as equal
Neighbor groups in this overlay are the groups nearby in the underlying network
A desirable overlay structure is that most links are between hosts within a group and only a few links between two groups
Approximation Use neighbors of a group as dynamic landmarks
Network Layer 4-20
Host BGroup
Locating Process
Group
Group
Group
Host A
Rendezvous Point
(1) Return boot host B from Group 1
(2) Measurement and information exchange
(3)
(4)
(5)
(6)
Group 1
(7)
4 phrases locating Contact RP to fetch boot hosts Measure the distance to boot
host and its neighbor groups Determine the closest group with
group criterion checking Terminate with group criterion or
stop criterion meet
Group
GroupGroup Group
Group
Group 2
Group 3
Group
Group Group
GroupGroup 4
Group 5
Group 6
Network Layer 4-21
Popular Deployed Systems
Live P2P streaming has become increasingly popular approach
Many real deployed systems. Just name a few … Coolstreaming: Cooperative Overlay Streaming
First release: May 2004
Till Oct 2006 Download: > 1,000,000 Average online users: 20,000 Peak-time online user: 80,000 Google entries (CoolStreaming): 370,000
CoolStreaming is the base technology for Roxbeam Corp., which launched live IPTV programs jointly with Yahoo Japan in October 2006
Network Layer 4-22
Popular Deployed Systems (Cont.)
PPlive: well-known IPTV system 3.5 M subscribers in 2005 36.9 M subscribers in 2009 predicted May 2006 –over 200 distinct online channels Revenues could up to $10 B Need to understand current system to
design better future systems
More to come …
Network Layer 4-23
Pull-based Streaming Almost all real-deployed P2P streaming systems
are based on pull-based protocol Also called “data-driven”/“swarming” protocol
Basic idea Live media content is divided into segments and
every node periodically notifies its neighbors of what packets it has
Each node explicitly requests the segments of interest from its neighbors according to their notification
Very similar to that of BitTorrent The well-acknowledged advantages
Robustness and simplicity
Network Layer 4-24
Hybrid Pull-Push Protocol
Pull-based protocol has the tradeoff between control overhead and delay To minimize the delay
• Node notifies its neighbors of packet arrival immediately
• Neighbors should also request the packet immediately
• Result in a remarkable control overhead To diminish the overhead
• Node can wait until dozens of packets arrived before inform its neighbors
• Neighbors can also request a bunch of packets each time
• Leads to a considerable delay
Network Layer 4-25
Push-Pull Streaming Mechanism How to reduce the delay of pull mechanism
while keeping the advantages of pull mechanism? Use the pull mechanism as a startup to measure
the partners’ ability to provide video packets Use the push mechanism to reduce the delay Partition the video stream according to the video
packets received from the partners in last interval Packets loss during push time interval will be
recovered by pull mechanism
timePush PushPush PushPull Pull
Add new partner Add new partner
Subscribe video packets from partners at the beginning of push time interval
Node enters
Network Layer 4-26
GridMedia
Gridmedia is designed to support large-scale live video streaming over world-wide Internet http://www.gridmedia.com.cn/
The first generation: Gridmedia I Mesh-based multi-sender structure Combined with IP multicast First release: May 2004
The second generation: Gridmedia II Unstructured overlay Push-pull streaming mechanism First release: Jan. 2005 GridMediaTM
Network Layer 4-27
Real Deployment Gala Evening for Spring Festival 2005 and
2006 Streaming server: double-core Xeon server Video encoding rate = 300 kbps Maximum connections from server
• 2005: 200• 2006: 800
Partners number = about 10 Buffer Deadline = 20s
For the largest TV station in China (CCTV)
Network Layer 4-28
Performance Analysis Gala Evening for Spring Festival 2005
More than 500,000 person times in total, maximum concurrent users 15,239
Users from 66 countries, 78.0% from China Enabled 76 times (15,239/200≈76) in terms of capacity
amplification to bounded server outgoing bandwidth
21:00 22:00 23:00 0:006000
8000
10000
12000
14000
16000
Time
Nu
mb
er
of c
on
curr
en
t on
line
use
rs
Others22%
China78%
Canada20%
USA18%
UK15%
Japan13%
Others28%
GM6%
Network Layer 4-29
Performance Analysis (Cont.) Gala Evening for Spring Festival 2006
More than 1,800,000 person times in total, maximum concurrent users 224,453
Users from 69 countries, 79.2% from China Enabled 280 times (224,453/800≈280) in terms of
capacity amplification to bounded server outgoing bandwidth
20:00 21:00 22:00 23:00 0:00 1:000
0.4
0.8
1.2
1.6
2
2.4x 10
5
Time
Nu
mb
er
of c
on
curr
en
t on
line
use
rs
USA
Canada
J apan
Aust ral i a
UK
I ANA
NewZeal andAPNI C
Si ngapore
CZ88. NET
欧洲
德国
法国
韩国
香港
/美国 加拿大意大利
西班牙
丹麦
巴西
马来西亚
荷兰
奥地利
爱尔兰
芬兰
比利时
瑞典
瑞士
印度
俄罗斯
挪威
/南非 加勒比泰国
罗马尼亚
阿根廷
塞浦路斯
马耳他
南非
匈牙利
哈萨克斯坦
葡萄牙
委内瑞拉
澳洲
捷克斯洛伐克
/瑞士 列支敦乌克兰
以色列
安道尔
土耳其
印度尼西亚
捷克
墨西哥
斯里兰卡
越南
埃及
菲律宾
布基纳法索
关岛
阿尔及利亚
爱沙尼亚
巴巴多斯
白俄罗斯
波兰
哈萨克斯塔
利比亚
摩洛哥
危地马拉
希腊
Network Layer 4-30
DeploymentExperience
20:30 21:00 21:30 22:00 22:30 23:000
50
100
150
200
250
300
350
Time
Ave
rage
Stre
amin
g R
ate
Incoming RateOutgoing Rate
Online Duration
Connection Heterogeneity
Request Characteristics
In 2005, about 60.8% users were behind different types of NATs while at least 16.0% users (in China) accessed Internet via DSL connections
In 2006, about 59.2% users were behind different types of NATs while at least 14.2% users (in China) accessed Internet via DSL connections
An effective NAT traversal scheme should be carefully considered in the system design of P2P-based live streaming applications
Network Layer 4-31
In 2005, nearly 50% users spent less 3 minutes and about 18% users kept active for more than 30 minutes
In 2006, roughly 30% users in 2006 left the system in 3 minutes and more than 35% user would like to enjoy the show for more than 30 minutes
Peers with longer online duration are expected to have larger average remaining online time
0 2000 4000 6000 8000 10000 120000
0.1
0.2
0.3
0.4
0.5
0.6
0.7
0.8
0.9
1
Online Time(sec)
CD
F o
f On
line
Tim
e
20052006
0 1000 2000 3000 4000 5000 60001500
2000
2500
3000
3500
4000
4500
5000
5500
6000
Online Time (sec)
Rem
aini
ng o
nlin
e T
ime
DeploymentExperience Online
DurationConnection
HeterogeneityRequest
Characteristics
Taking online duration information into consideration when designing overlay structure or selecting upstream peers can improve system performance
Network Layer 4-32
23:10 23:20 23:30 23:40 23:50 0:000
1000
2000
3000
4000
Time
Req
uest
Rat
e in
200
5
0
1
2
3
4x 10
4
Req
uest
Rat
e in
200
6
DeploymentExperience Online
DurationConnection
HeterogeneityRequest
Characteristics
Request rate per 30 seconds from 23:00pm to 0:00am in 2005 and 2006
The average request rate always kept at a record of hundreds in 2005 while thousands in 2006
Occasionally the request rate rushed to a peak beyond 3,700 in 2005 while 32,000 in 2006
The high request rate and sporadic flush-crowd essentially pose great challenge on the reliability and stability of RP server and system
Network Layer 4-33
Future Directions
Throughput improvement should not be the only key focus
Interesting future directions Minimize ISP core network and cross-ISP traffic
• Use proxy cache and locality-aware technique to relieve the link stress
Server bandwidth reduction• How to let home users broadcast video with high quality?
Real Internet environment• Connections across the peer link bridge between ISPs have
low rate• NAT/firewall prevent end-host from connecting with each
other