The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic

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NIME 2012, Munich, 30th July 2012 The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic Jose Saldana 1 Mirko Suznjevic 2 Luis Sequeira 1 Julián Fernández-Navajas 1 Maja Matijasevic 2 José Ruiz-Mas 1 1 Communication Technologies Group (GTC) Aragon Inst. of Engineering Research (I3A) University of Zaragoza 2 University of Zagreb. Faculty of Electrical Engineering and Computing

description

Jose Saldana, Mirko Suznjevic, Luis Sequeira, Julian Fernandez-Navajas, Maja Matijasevic, Jose Ruiz-Mas, "The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic," IEEE ICCCN 2012, 8th International Workshop on Networking Issues in Multimedia Entertainment (NIME'12), Munich, Germany, July 30, 2012. ISBN: 978-1-4673-1543-2.

Transcript of The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic

Page 1: The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic

NIME 2012, Munich, 30th July 2012

The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic

Jose Saldana1 Mirko Suznjevic2 Luis Sequeira1 Julián Fernández-Navajas1 Maja Matijasevic2 José Ruiz-Mas1

1 Communication Technologies Group (GTC) Aragon Inst. of Engineering Research (I3A) University of Zaragoza 2 University of Zagreb. Faculty of Electrical Engineering and Computing

Page 2: The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic

NIME 2012, Munich, 30th July 2012

Index

1. Introduction

2. Related Works

3. Test Methodology

4. Results

5. Conclusions

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NIME 2012, Munich, 30th July 2012

Index

1. Introduction

2. Related Works

3. Test Methodology

4. Results

5. Conclusions

Page 4: The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic

Introduction

NIME 2012, Munich, 30th July 2012

Growing popularity of online games: number of titles, and number of players growing, especially in Asia

MMORPG (Massive Multiplayer Online Role Playing Games): genre with a set of shared characteristics

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Introduction

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MMORPGs:

Long-term avatars

Missions, objects

Soft real-time

Fights, powers

Levels

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Introduction

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http://designcult.org/designcult/2010/08/mmo-subscription-charts.html

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Introduction

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The most popular one: World of Warcraft (video)

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Introduction

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Other games (i.e. First Person Shooters) use UDP, because they priorize interactivity

But MMORPGs priorize secure transmission of information: you can miss a shot in a FPS, but you cannot miss a player buying a new sword in an MMORPG

Real-time requirements are looser (although they exist)

They use TCP instead of UDP

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Introduction

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But they are interactive:

The speed of the player matters

We have a real-time service using TCP

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Introduction

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Consequences of this fact (using TCP)

Retransmission when a packet is lost

Dependence on TCP variants, and on the TCP stack present on player’s machine

The game relies on the OS’s ability to deliver packets

More overhead (40 bytes instead of 28)

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Introduction

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TCP traffic of the game has to share:

Access network

Core network

with other TCP traffics (e-mail, FTP, etc)

In this paper we will explore the effect of TCP variants on this coexistence

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Index

1. Introduction

2. Related Works

3. Test Methodology

4. Results

5. Conclusions

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Related Works

NIME 2012, Munich, 30th July 2012

Modelling traffic of MMORPGs

Some statistical models have been developed for MMORPGs

Characterization of Packet size and Inter Packet Time

APDU and Inter Arrival Time:

APDU of 1600 bytes

TCP stack of the computer

Packet 1: 1460 bytes of payload Packet 2: 140 bytes of payload

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Related Works

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We will follow the second approach: Independent of underlying technology

More adequate for modeling the behaviour of different TCPs (if we have a concrete trace using a TCP variant, it is not valid for the rest of variants)

APDU of 1600 bytes

TCP stack of the computer

Packet 1: 1460 bytes of payload Packet 2: 140 bytes of payload

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Related Works

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Characteristics of MMORPG traffic

TCP

Small packets, especially client-to-server

A lot of ACKs

Traffic varies with player’s activities: Trading, Questing, Dungeons, Player vs Player, etc.

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Related Works

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TCP variants

Some variants have been deployed in order to solve certain problems (e.g. TCP hybla for solving RTT unfairness, etc.)

We will use three common TCP variants:

TCP New Reno

TCP SACK

TCP Vegas

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Related Works

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Other studies have issued the problem of real-time vs best effort traffic, but mainly testing UDP vs TCP

In this work, we are comparing

TCP used for MMORPG

TCP used for FTP

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Index

1. Introduction

2. Related Works

3. Test Methodology

4. Results

5. Conclusions

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Test Methodology

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Network scenario: WoW session vs FTP upload: the main problem is the uplink

WoW

FTP

WoW client

Tdejitter

512kbps

6Mbps

WoW server

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Test Methodology

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Bandwidth: corresponding to a xDSL

Router buffer: 20 and 200 packets

OWD: 80 ms (inter-region scenario)

WoW

FTP

WoW client

Tdejitter

512kbps

6Mbps

WoW server

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Test Methodology

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Traffic of the MMORPG

Two flows: client-server and server-client

We will use Questing activity, since it is the most common one

10 to 15 kbps

Small packets (the game sets to 1 the “push” bit in order to send them as soon as possible)

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Test Methodology

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NS2 script that generates the scenario and the traffic

WoW: 2 flows of TCP SACK (commonly found in player’s machines)

FTP: NS2 implementations of TCP New Reno, SACK and Vegas

1000 seconds of simulation time

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Test Methodology

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Client-to-server packets

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Inter Packet Time CDF - client to server

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Packet Size CDF - client to server

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Test Methodology

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Client-to-server packets

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Inter Packet Time CDF - client to server

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Test Methodology

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Server-to-client packets

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Index

1. Introduction

2. Related Works

3. Test Methodology

4. Results

5. Conclusions

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Results

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Game Buffer 200 packets

FTP

SACK New Reno Vegas

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Results

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Game Buffer 20 packets

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SACK New Reno Vegas

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Results

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The sending window of WoW behaves differently from that of FTP

The game is not trying to consume as much available bandwidth as possible (as FTP does)

It only has to send a continuous data flow of small packets, at a rate of less than 10 kbps.

Now we will discuss each buffer size

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Results

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Game Buffer 200 packets

FTP

SACK New Reno Vegas

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Results

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Added queuing delays

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SACK New Reno Vegas

ms

Average Queuing Delay

buffer 200 packets

buffer 20 packets

300 ms of queuing delay

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Results

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Game Buffer 200 packets

FTP

SACK New Reno Vegas

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Results

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Added queuing delays

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SACK New Reno Vegas

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Average Queuing Delay

buffer 200 packets

buffer 20 packets

Small queuing delay

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Results

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Game Buffer 20 packets

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SACK New Reno Vegas

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Results

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Game Buffer 20 packets

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Results

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Game Buffer 20 packets

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And this is bad for the game

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Results

NIME 2012, Munich, 30th July 2012

Game Buffer 20 packets

FTP

SACK New Reno Vegas

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Page 38: The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic

NIME 2012, Munich, 30th July 2012

Index

1. Introduction

2. Related Works

3. Test Methodology

4. Results

5. Conclusions

Page 39: The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic

Conclusions

NIME 2012, Munich, 30th July 2012

TCP Vegas is able to maintain a constant rate while competing with the game traffic, since it prevents packet loss by avoiding the increase of the sending window size.

TCP SACK and TCP New Reno tend to keep on increasing the window size, thus adding undesired delays to the game traffic.

Smaller buffers have been demonstrated to be better for TCP-based MMORPGs, since larger buffers cause higher delays

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NIME 2012, Munich, 30th July 2012

Thank you very much