Reliable Distributed Systems RPC and Client-Server Computing

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Reliable Distributed Systems

RPC and Client-Server Computing

Remote Procedure Call

Basic concepts

Implementation issues, usual optimizations

Where are the costs?

Firefly RPC, Lightweight RPC, Winsock

Direct and VIA

Reliability and consistency

Multithreading debate

A brief history of RPC

Introduced by Birrell and Nelson in 1985

Pre-RPC: Most applications were built directly over the Internet primitives

Their idea: mask distributed computing system using a “transparent” abstraction

Looks like normal procedure call

Hides all aspects of distributed interaction

Supports an easy programming model

Today, RPC is the core of many distributed systems

More history

Early focus was on RPC “environments”

Culminated in DCE (Distributed Computing

Environment), standardizes many aspects of RPC

Then emphasis shifted to performance, many systems improved by a factor of 10 to 20

Today, RPC often used from object-oriented systems employing CORBA or COM standards. Reliability issues are more evident than in the past.

The basic RPC protocol

client

“binds” to server server registers with name service

The basic RPC protocol

client

“binds” to server prepares, sends request server registers with name service receives request

The basic RPC protocol

client

“binds” to server prepares, sends request server registers with name service receives request invokes handler

The basic RPC protocol

client

“binds” to server prepares, sends request server registers with name service receives request invokes handler sends reply

The basic RPC protocol

client

“binds” to server prepares, sends request server registers with name service receives request invokes handler sends reply unpacks reply

Compilation stage

Server defines and “exports” a header file giving interfaces it supports and arguments expected. Uses

“interface definition language” (IDL)

Client includes this information

Client invokes server procedures through “stubs”

 provides interface identical to the server version responsible for building the messages and interpreting the reply messages passes arguments by value, never by reference may limit total size of arguments, in bytes

Binding stage

Occurs when client and server program first start execution

Server registers its network address with name directory, perhaps with other information

Client scans directory to find appropriate server

Depending on how RPC protocol is implemented, may make a “connection” to the server, but this is not mandatory

Data in messages

We say that data is “marshalled” into a message and “demarshalled” from it

Representation needs to deal with byte ordering issues (big-endian versus little endian), strings (some CPUs require padding), alignment, etc

Goal is to be as fast as possible on the most common architectures, yet must also be very general

Request marshalling

Client builds a message containing arguments, indicates what procedure to invoke

Do to need for generality, data representation a potentially costly issue!

Performs a send I/O operation to send the message

Performs a receive I/O operation to accept the reply

Unpacks the reply from the reply message

Returns result to the client program

Costs in basic protocol?

Allocation and marshalling data into message

(can reduce costs if you are certain client, server have identical data representations)

Two system calls, one to send, one to receive, hence context switching

Much copying all through the O/S: application to UDP, UDP to IP, IP to ethernet interface, and back up to application

Schroeder and Burroughs

Studied RPC performance in O/S kernel

Suggested a series of major optimizations

Resulted in performance improvments of about 10-fold for Xerox firefly workstation (from 10ms to below 1ms)

Typical optimizations?

Compile the stub “inline” to put arguments directly into message

Two versions of stub; if (at bind time) sender and dest. found to have same data representations, use host-specific rep.

Use a special “send, then receive” system call

(requires O/S extension)

Optimize the O/S kernel path itself to eliminate copying – treat RPC as the most important task the kernel will do

Fancy argument passing

RPC is transparent for simple calls with a small amount of data passed

“Transparent” in the sense that the interface to the procedure is unchanged

But exceptions thrown will include new exceptions associated with network

What about complex structures, pointers, big arrays?

These will be very costly, and perhaps impractical to pass as arguments

Most implementations limit size, types of RPC arguments. Very general systems less limited but much more costly.

Overcoming lost packets

client sends request server

Overcoming lost packets

Timeout!

client sends request retransmit ack for request server duplicate request: ignored

Overcoming lost packets

Timeout!

client sends request retransmit ack for request reply server

Overcoming lost packets

Timeout!

client sends request retransmit ack for request reply ack for reply server

Costs in fault-tolerant version?

Acks are expensive. Try and avoid them, e.g. if the reply will be sent quickly supress the initial ack

Retransmission is costly. Try and tune the delay to be “optimal”

For big messages, send packets in bursts and ack a burst at a time, not one by one

Big packets

client sends request as a burst server reply ack entire burst ack for reply

RPC “semantics”

At most once: request is processed 0 or 1 times

Exactly once: request is always processed 1 time

At least once: request processed 1 or more times

... but exactly once is impossible because we can’t distinguish packet loss from true failures!

In both cases, RPC protocol simply times out.

Implementing at most/least once

Use a timer (clock) value and a unique id, plus sender address

Server remembers recent id’s and replies with same data if a request is repeated

Also uses id to identify duplicates and reject them

Very old requests detected and ignored by checking time

Assumes that the clocks are working

In particular, requires “synchronized” clocks

RPC versus local procedure call

Restrictions on argument sizes and types

New error cases:

Bind operation failed

Request timed out

Argument “too large” can occur if, e.g., a table grows

Costs may be very high

... so RPC is actually not very transparent!

RPC costs in case of local destination process

Often, the destination is right on the caller’s machine!

Caller builds message

Issues send system call, blocks, context switch

Message copied into kernel, then out to dest.

Dest is blocked... wake it up, context switch

Dest computes result

Entire sequence repeated in reverse direction

If scheduler is a process, context switch 6 times!

RPC example

Dest on same site

Source does xyz(a, b, c)

O/S

RPC in normal case

Destination and O/S are blocked

Dest on same site

O/S

Source does xyz(a, b, c)

RPC in normal case

Source, dest both block. O/S runs its scheduler, copies message from source outqueue to dest in-queue

Dest on same site

O/S

Source does xyz(a, b, c)

RPC in normal case

Dest runs, copies in message

Dest on same site

O/S

Source does xyz(a, b, c)

Same sequence needed to return results

Important optimizations: LRPC

Lightweight RPC (LRPC): for case of sender, dest on same machine (Bershad et. al.)

Uses memory mapping to pass data

Reuses same kernel thread to reduce context switching costs (user suspends and server wakes up on same kernel thread or “stack”)

Single system call: send_rcv or rcv_send

LRPC

O/S and dest initially are idle

Dest on same site

O/S

Source does xyz(a, b, c)

LRPC

Control passes directly to dest

Dest on same site

O/S

Source does xyz(a, b, c) arguments directly visible through remapped memory

LRPC performance impact

On same platform, offers about a 10-fold improvement over a hand-optimized RPC implementation

Does two memory remappings, no context switch

Runs about 50 times faster than standard

RPC by same vendor (at the time of the research)

Semantics stronger: easy to ensure exactly once

Fbufs

Peterson: tool for speeding up layered protocols

Observation: buffer management is a major source of overhead in layered protocols (ISO style)

Solution: uses memory management, protection to “cache” buffers on frequently used paths

Stack layers effectively share memory

Tremendous performance improvement seen

Fbufs

control flows through stack of layers, or pipeline of processes data copied from “out” buffer to “in” buffer

Fbufs

control flows through stack of layers, or pipeline of processes data placed into “out” buffer, shaded buffers are mapped into address space but protected against access

Fbufs

control flows through stack of layers, or pipeline of processes buffer remapped to eliminate copy

Fbufs

control flows through stack of layers, or pipeline of processes in buffer reused as out buffer

Fbufs

control flows through stack of layers, or pipeline of processes buffer remapped to eliminate copy

Where are Fbufs used?

Although this specific widely used

system

is not

Most kernels use similar ideas to reduce costs of in-kernel layering

And many application-layer libraries use the same sorts of tricks to achieve clean structure without excessive overheads from layer crossing

Active messages

Concept developed by Culler and von Eicken for parallel machines

Assumes the sender knows all about the dest, including memory layout, data formats

Message header gives address of handler

Applications copy directly into and out of the network interface

Performance impact?

Even with optimizations, standard RPC requires about 1000 instructions to send a null message

Active messages: as few as 6 instructions!

One-way latency as low as 35usecs

But model works only if “same program” runs on all nodes and if application has direct control over communication hardware

U/Net

Low latency/high performance communication for

ATM on normal UNIX machines, later extended to fast Ethernet

Developed by Von Eicken, Vogels and others at

Cornell (1995)

Idea is that application and ATM controller share memory-mapped region. I/O done by adding messages to queue or reading from queue

Latency 50-fold reduced relative to UNIX, throughput

10-fold better for small messages!

U/Net concepts

Normally, data flows through the O/S to the driver, then is handed to the device controller

In U/Net the device controller sees the data directly in shared memory region

Normal architecture gets protection from trust in kernel

U/Net gets protection using a form of cooperation between controller and device driver

U/Net implementation

Reprogram ATM controller to understand special data structures in memory-mapped region

Rebuild ATM device driver to match this model

Pin shared memory pages, leave mapped into

I/O DMA map

Disable memory caching for these pages (else changes won’t be visible to ATM)

U-Net Architecture

User’s address space has a direct-mapped communication region

ATM device controller sees whole region and can transfer directly in and out of it

... organized as an in-queue, outqueue, freelist

U-Net protection guarantees

No user can see contents of any other user’s mapped I/O region (U-Net controller sees whole region but not the user programs)

Driver mediates to create “channels”, user can only communicate over channels it owns

U-Net controller uses channel code on incoming/outgoing packets to rapidly find the region in which to store them

U-Net reliability guarantees

With space available, has the same properties as the underlying ATM (which should be nearly 100% reliable)

When queues fill up, will lose packets

Also loses packets if the channel information is corrupted, etc

Minimum U/Net costs?

Build message in a preallocated buffer in the shared region

Enqueue descriptor on “out queue”

ATM immediately notices and sends it

Remote machine was polling the “in queue”

ATM builds descriptor for incoming message

Application sees it immediately: 35usecs latency

Protocols over U/Net

Von Eicken, Vogels support IP, UDP, TCP over U/Net

These versions run the TCP stack in user space!

Later in course will look at other complex protocols over U/Net

VIA and Winsock Direct

Windows consortium (MSFT, Intel, others) commercialized U/Net:

Virtual Interface Architecture (VIA)

Runs in NT Clusters

But most applications run over UNIX-style sockets (“Winsock” interface in NT)

Winsock direct automatically senses and uses

VIA where available

Today is widely used on clusters and may be a key reason that they have been successful

Broad comments on RPC

RPC is not very transparent

Failure handling is not evident at all: if an RPC times out, what should the developer do?

Reissuing the request only makes sense if there is another server available

Anyhow, what if the request was finished but the reply was lost? Do it twice? Try to duplicate the lost reply?

Performance work is producing enormous gains: from the old 75ms RPC to RPC over U/Net with a 75usec round-trip time: a factor of 1000!

Contents of an RPC environment

Standards for data representation

Stub compilers, IDL databases

Services to manage server directory, clock synchronization

Tools for visualizing system state and managing servers and applications

Closely Related Topic

Multithreading is a common performanceenhancing technique

Idea is that server is often idle while doing I/O for one client, so use extra threads to allow concurrent request processing

In the limit, leads to database transactional concurrency model, but many nontransactional servers use threads for enhanced performance

Multithreading debate

Three major options:

Single-threaded server: only does one thing at a time, uses send/recv system calls and blocks while waiting

Multi-threaded server: internally concurrent, each request spawns a new thread to handle it

Upcalls: event dispatch loop does a procedure call for each incoming event, like for X11 or PC’s running Windows.

Single threading: drawbacks

Applications can deadlock if a request cycle forms:

I’m waiting for you and you send me a request, which I can’t handle

Much of system may be idle waiting for replies to pending requests

Harder to implement RPC protocol itself (need to use a timer interrupt to trigger acks, retransmission, which is awkward)

Multithreading

Idea is to support internal concurrency as if each process was really multiple processes that share one address space

Thread scheduler uses timer interrupts and context switching to mimic a physical multiprocessor using the smaller number of

CPU’s actually available

Multithreaded RPC

Each incoming request is handled by spawning a new thread

Designer must implement appropriate mutual exclusion to guard against “race conditions” and other concurrency problems

Ideally, server is more active because it can process new requests while waiting for its own RPC’s to complete on other pending requests

Negatives to multithreading

Users may have little experience with concurrency and will then make mistakes

Concurrency bugs are very hard to find due to nonreproducible scheduling orders

Reentrancy can come as an undesired surprise

Threads need stacks hence consumption of memory can be very high

Deadlock remains a risk, now associated with concurrency control

Stacks for threads must be finite and can overflow, corrupting the address space

Threads: can spawn too many

SCHED event

Threads: can spawn too many

Thread spawned, but blocks

SCHED event

Threads: can spawn too many

SCHED

Eventually, application becomes bloated, begins to thrash. Performance drops and clients may think the server has failed event

Upcall model

Common in windowing systems

Each incoming “event” is encoded as a small descriptive data structure

User registers event handling procedures

Dispatch loop calls the procedures as new events arrive, waits for the call to finish, then dispatches a new event

Upcalls combined with threads

Perhaps the best model for RPC programming

Each handler can be tagged: needs thread, or can be executed

“unthreaded”

Developer must still be very careful where threads are used

Recent RPC history

RPC was once touted as the transparent answer to distributed computing

Today the protocol is very widely used

... but it isn’t very transparent, and reliability issues can be a major problem

Today the strongest interest is in Web

Services and CORBA, which use RPC as the mechanism to implement object invocation

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