Modelling and Improving Group Communication in Server Operating Systems

virtual environment (DVE) have become increasingly popular. Many DVE implementations use a client-server architecture that requires the server to send the same data to all members of a collaborating or interacting group. This type of group communication operation is often implemented by sending data from the server to each recipient in a unicast fashion. The problem with this approach is that the cost of communication at the server does not scale very well with the number of participants because the application requires significant interaction with the operating system, network stack and drivers for each individual send. In this paper, we first propose a general analytic framework for predicting how group communication performance impacts DVE server capacity. We then conduct an experimental evaluation to determine the extent to which using a kernel-based group communication mechanism reduces the cost of group send operations. Lastly, we use the measurements obtained from these experiments to demonstrate how to apply the analytic framework by determining the extent to which the kernel-based group communication mechanism permits example applications to scale to more users.

[1]  Johann H. Schlichter,et al.  Computer-Supported Cooperative Work: Introduction to Distributed Applications , 2010 .

[2]  Steven McCanne,et al.  vic: a flexible framework for packet video , 1995, MULTIMEDIA '95.

[3]  August 29-September 8th International Symposium on Modeling, Analysis and Simulation of Computer and Telecommunication Systems , 2000, Proceedings 8th International Symposium on Modeling, Analysis and Simulation of Computer and Telecommunication Systems (Cat. No.PR00728).

[4]  Johannes Färber,et al.  Network game traffic modelling , 2002, NetGames '02.

[5]  Robbert van Renesse,et al.  Horus: a flexible group communication system , 1996, CACM.

[6]  Stephen E. Deering,et al.  Multicast routing in internetworks and extended LANs , 1988, SIGCOMM '88.

[7]  Thierry Turletti,et al.  SCORE: a scalable communication protocol for large-scale virtual environments , 2004, IEEE/ACM Transactions on Networking.

[8]  Rory Stuart,et al.  Design of Virtual Environments , 2001 .

[9]  Michael Zyda,et al.  NPSNET:A Network Software Architecture for LargeScale Virtual Environments , 1994, Presence: Teleoperators & Virtual Environments.

[10]  Thomas A. Funkhouser,et al.  RING: a client-server system for multi-user virtual environments , 1995, I3D '95.

[11]  G. Amdhal,et al.  Validity of the single processor approach to achieving large scale computing capabilities , 1967, AFIPS '67 (Spring).

[12]  Kevin C. Almeroth,et al.  Multicast delivery of web pages or how to make web servers pushy , 1998 .

[13]  Adrian Court,et al.  A Distributed Architecture for Multiplayer Interactive Applications on the Internet , 1999 .

[14]  Angelos Bilas,et al.  Parallelization and performance of interactive multiplayer game servers , 2004, 18th International Parallel and Distributed Processing Symposium, 2004. Proceedings..

[15]  Christophe Diot,et al.  Deployment issues for the IP multicast service and architecture , 2000, IEEE Netw..

[16]  Tim Brecht,et al.  Efficient operating system support for group unicast , 2005, NOSSDAV '05.

[17]  Mostafa H. Ammar,et al.  An evaluation of grouping techniques for state dissemination in networked multi-user games , 2001, MASCOTS 2001, Proceedings Ninth International Symposium on Modeling, Analysis and Simulation of Computer and Telecommunication Systems.

[18]  Yair Amir,et al.  A low latency, loss tolerant architecture and protocol for wide area group communication , 2000, Proceeding International Conference on Dependable Systems and Networks. DSN 2000.

[19]  Danny Dolev,et al.  The design of xpand: a group communication system for wide area networks , 2000 .

[20]  Angelos Bilas,et al.  Behavior and Performance of Interactive Multi-Player Game Servers , 2004, Cluster Computing.

[21]  Thierry Turletti,et al.  Cell-based multicast grouping in large-scale virtual environments (poster session) (extended abstract) , 2000, SIGMETRICS '00.

[22]  Sergei Gorlatch,et al.  Rokkatan: scaling an RTS game design to the massively multiplayer realm , 2005, ACE '05.

[23]  Jani Lakkakorpia,et al.  Measurement and characterization of Internet gaming traffic , .

[24]  Long Cheng,et al.  System-performance modeling for massively multiplayer online role-playing games , 2006, IBM Syst. J..