Supporting Video Streaming Services in Infrastructure Wireless Mesh Networks Architecture and Protocol

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Supporting Video Streaming Services in
Infrastructure Wireless Mesh Networks
Architecture and Protocol
Author:Yingnan Zhu, Wenjun Zeng,
Hang Liu, Yang Guo
指導教授:許子衡
學生:王志嘉
Outline
Introduction
Framework Design
Server Discovery and Selection
Preliminary Simulation Results
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Introduction (i)
There are two types of wireless mesh networks
(WMNs): client-mesh networks and infrastructuremesh networks (infrastructure WMNs).
Generally a MAP(mesh access points) has two or
more radio interfaces. One radio interface is an access
interface, which is for network access of clients. A
second radio interface is a relay interface.
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Introduction (ii)
Client devices associate themselves with a nearby
MAP to access the wireless mesh network.
Packet delivery in the WMNs is handled by the MAP
through a backhaul routing protocol.
Self-interference in wireless medium, the path
capacity decreases rapidly as the hop count increases.
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Introduction (iii)
The large hop counts elevate the chance of wireless
signal interferences thus negatively affect other
established connections and reduce the overall system
capacity.
A multi-hop high rate path may be capable of
achieving better throughput and shorter delay than a
single hop low rate path.
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Introduction (iv)
Traditional WMN use P2P to share different content to
wired network. It will cause heavy traffic load around
the gateway. Furthermore it is difficult to guarantee
the QoS.
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Framework Design (i)
The framework employs both multiple mesh content
cache servers and peer-to-peer technique.
We simply call MAP content cache server, or the
content server co-located with a MAP as mesh content
server. The mesh content servers in UPAC assume two
roles, VoD streaming server and peer. As a VoD server,
a mesh content server can stream video to the clients
as requested
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Framework Design (ii)
Fig.1 illustrates an infrastructure WMNs
A MAP supports two types of wireless network
interfaces. The access interface provides network
access for client devices, while the relay interface is
used to construct the wireless multi-hop backhaul and
relay client’s traffics to the destinations.
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Fig.1
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Framework Design (iii)
This paper describe how to incorporate the P2P
downloading and the mesh content server based
streaming into our framework. Clients try to retrieve
the video content through P2P downloading as much
as they can, while servers devote their resource to
stream urgent data and provide better quality of
service (QoS).
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Server Discovery and Selection
This section describes several schemes for server
discovery and selection.
1)
2)
3)
4)
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Centralized-Load Scheme
Overlay-Delay Scheme
Distributed-HopCount Scheme
Distributed-Router Metric Scheme
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Overlay-Delay Scheme
The client device selects the mesh content server with
the minimum end-to-end delay as the primary mesh
content server, and the one with the second least delay
as the secondary mesh content server.
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Distributed-HopCount Scheme
The client device floods the wireless mesh network
with a mesh content server request message for a
content clip. The client device is associated with a
MAP and does not participate in routing. Only the
path with the minimum hop count is selected and used
by the routing mechanism. The client device selects
the mesh content server with the least value of the
minimum hop count as the primary mesh content
server and the one with the second least hop count as
the secondary mesh content server.
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Distributed-Routing Metric Scheme
The wireless mesh network may run a routing protocol
with a routing metric . expected transmission time
(ETT) is such a mesh routing metric. The ETT for a
link L is defined as the expected MAC layer duration
for successfully delivering a packet over the link.
ETTL= (1/(1- eL))*s/rL.
eL is the packet loss rate, rL is the transmission rate of
link L, s is the standard test packet size.
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Distributed-Routing Metric Scheme
The mesh content server obtains the path ETT cost of
the best path from it to the MAP with which the client
device is associated. The best path is the path with the
minimum ETT path cost
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Preliminary Simulation Results
We use network simulator 2 (NS2) for the simulation
purpose. A 10 x 10 grid topology with 100 mesh nodes
is used.The distance between neighboring nodes in the
horizontal and vertical direction is 80 meters. For each
node, the transmission range is set to be 130 meters so
that each node can talk directly to all the direct
neighbors
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Preliminary Simulation Results
Fig. 2 shows the packet loss ratio for the six schemes,
(1)single content server (2) five mesh content servers
with centralized-load scheme for primary and
secondary server selection; (3) five-mesh content
servers with overlay-delay scheme for primary and
secondary server selection; (4) five mesh content
servers with distributed-Hop Count scheme for
primary and secondary server selection; (5) five mesh
content servers with distributed-ETT routing scheme
for primary and secondary server selection (6) five
mesh content servers with distributed-ETT routing
scheme for primary and secondary server selection
and periodical route updates
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Fig.2
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Preliminary Simulation Results
Fig. 3 shows the average end to end delay for
the above six schemes.
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Conclusion
This paper presents a unified P2P and cache server
framework. It employs MAPs as mesh content cache
servers to increase the capacity of content services and
improve the streaming quality
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