Building Very Large Overlay Networks Jorg Liebeherr University of Virginia HyperCast Project • HyperCast is a set of protocols for large-scale overlay multicasting and peer-to-peer networking Research problems: • Investigate which topologies are best suited for … a large number of peers … that spuriously join and leave … in a network that is dynamically changing • Make it easier to write applications for overlays easier by … providing suitable abstractions (“overlay socket”) … shielding application programmer from overlay topology issues Acknowledgements • Team: – Past: Bhupinder Sethi, Tyler Beam, Burton Filstrup, Mike Nahas, Dongwen Wang, Konrad Lorincz, Jean Ablutz, Haiyong Wang, Weisheng Si, Huafeng Lu – Current: Jianping Wang, Guimin Zhang, Guangyu Dong, Josh Zaritsky • This work is supported in part by the National Science Foundation: D E N A L I Applications with many receivers 1,000,000 Number of Senders Sensor networks Peer-to-Peer Applications 1,000 Games 10 1 Streaming Collaboration Tools 10 Software Distribution 1,000 1,000,000 Number of Receivers Need for Multicasting ? • Maintaining unicast connections is not feasible • Infrastructure or services needs to support a “send to group” Multicast support in the network infrastructure (IP Multicast) • Reality Check: – Deployment has encountered severe scalability limitations in both the size and number of groups that can be supported – IP Multicast is still plagued with concerns pertaining to scalability, network management, deployment and support for error, flow and congestion control Overlay Multicasting • Logical overlay resides on top of the layer-3 network infrastructure (“underlay”) • Data is forwarded between neighbors in the overlay • Transparent to underlay network • Overlay topology should match the layer-3 infrastructure Overlay-based approaches for multicasting • Build an overlay mesh network and embed trees into the mesh: – Narada (CMU) – RMX/Gossamer (UCB) – more • Build a shared tree: – Yallcast/Yoid (NTT, ACIRI) – AMRoute (Telcordia, UMD – College Park) – Overcast (MIT) – Nice (UMD) – more • Build an overlay using distributed hash tables and embed trees: – Chord (UCB, MIT) – CAN (UCB, ACIRI) – Pastry/Scribe (Rice, MSR) – more HyperCast Overlay Topologies Applications organize themselves to form a logical overlay network with a given topology Data is forwarded along the edges of the overlay network Hypercube Delaunay triangulation Spanning tree (for mobile ad hoc) Programming in HyperCast: Overlay Socket • Application Program Socket-based API Overlay Socket Interface • • • UDP (unicast or multicast) or TCP Supports different semantics for transport of data Supports different overlay protocols Implementation in Java Statistics Interface • Overlay Socket Application Receive Buffer Overlay Node Interface Forwarding Engine Overlay Node Adapter Interface Adapter Interface Node Adapter Socket Adapter Messages of the Overlay Protocol Application Messages Underlay Network • HyperCast Project website: http://www.cs.virginia.edu/hypercast Message Store Network of overlay sockets • Overlay socket is an endpoint of communication in an overlay network • An overlay network is a collection of overlay sockets • Overlay sockets in the same overlay network have a common set of attributes • • Each overlay network has an overlay ID, which can be used the access attributes of overlay Nodes exchange data with neighbors in the overlay topology Application Application Overlay socket Overlay socket Internet Application Overlay socket Application Overlay socket Application Application Unicast and Multicast in overlays • Unicast and multicast is done along trees that are embedded in the overlay network. • Requirement: Overlay node must be able to compute the child nodes and parent node with respect to a given root Multicast Root (sender) Unicast Root (receiver) Sender Overlay Message Format Loosely modeled after IPv6 minimal header with extensions • Common Header: 1 2 3 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 +-------+---------------+---+---+-------------------------------+ |Version|LAS|Dmd| Traffic Class | Flow Label | Next Header | +-------+---------------+---+---+-------------------------------+ | OL Message Length | Hop Limit | +-------------------------------+-------------------------------+ | Src LA | +--------------------------------------------------------------| Dest LA | +---------------------------------------------------------------+ Version (4 bit): LAS (2 bit): Dmd (4bit) Traffic Class (8 bit): Flow Label (8 bit): Next Header (8 bit) OL Message Length (8 bit) Hop Limit (16 bit): Src LA ((LAS+1)*4 bytes) Dest LA ((LAS+1)*4 bytes Version of the protocol (current Version is 0x0) Size of logical address field Delivery Mode (Multicast, Flood, Unicast, Anycast) Specifies Quality of Service class (default: 0x00) Flow identifier Specifies the type of the next header following this header Specifies the type of the next header following this header. TTL field Logical address of the source Logical address of the destination Socket Based API • • Tries to stay close to Socket API for UDP Multicast Program is independent of overlay topology //Generate the configuration object OverlayManager om = new OverlayManager(“hypercast.prop”); String overlayID = om.getDefaultProperty(“MyOverlayID") OverlaySocketConfig config = new om.getOverlaySocketConfig(overlayID); //create an overlay socket OL_Socket socket = config.createOverlaySocket(callback); //Join an overlay socket.joinGroup(); //Create a message OL_Message msg = socket.createMessage(byte[] data, int length); //Send the message to all members in overlay network socket.sendToAll(msg); //Receive a message from the socket OL_Message msg = socket.receive(); //Extract the payload byte[] data = msg.getPayload(); Property File • Stores attributes that configure the overlay socket (overlay protocol, transport protocol and addresses) # This is the Hypercast Configuration File # # # LOG FILE: LogFileName = stderr # ERROR FILE: ErrorFileName = stderr # OVERLAY Server: OverlayServer = # OVERLAY ID: OverlayID = 224.228.19.78/9472 KeyAttributes = Socket,Node,SocketAdapter # SOCKET: Socket = HCast2-0 HCAST2-0.TTL = 255 HCAST2-0.ReceiveBufferSize = 200 HCAST2-0.ReadTimeout = 0 ... # SOCKET ADAPTER: SocketAdapter = TCP SocketAdapter.TCP.MaximumPacketLength = 16384 SocketAdapter.UDP.MessageBufferSize = 100 # NODE: Node = HC2-0 HC2-0.SleepTime = 400 HC2-0.MaxAge = 5 HC2-0.MaxMissingNeighbor = 10 HC2-0.MaxSuppressJoinBeacon = 3 # NODE ADAPTER: # NodeAdapter = UDPMulticast NodeAdapter.UDP.MaximumPacketLength = 8192 NodeAdapter.UDP.MessageBufferSize = 18 NodeAdapter.UDPServer.UdpServer0 = 128.143.71.50:8081 NodeAdapter.UDPServer.MaxTransmissionTime = 1000 NodeAdapter.UDPMulticastAddress = 224.242.224.243/2424 Hypercast Software: Demo Applications Distributed Whiteboard Multicast file transfer Data aggregation in P2P Net: Homework assignment in CS757 (Computer Networks) Application: Emergency Response Network for Arlington County, Virginia Project directed by B. Horowitz and S. Patek Application of P2P Technology to Advanced Emergency Response Systems Dynamic Grouping and Information Management Situational Awareness Priority Messaging Other Features of Overlay Socket Current version (2.0): • Statistics: Each part of the overlay socket maintains statistics which are accessed using a common interface • Monitor and control: XML based protocol for remote access of statistics and remote control of experiments • LoToS: Simulator for testing and visualization of overlay protocols • Overlay Manager: Server for storing and downloading overlay configurations Next version (parts are done, release in Summer 2004): – “MessageStore”: Enhanced data services, e.g., end-to-end reliability, persistence, streaming, etc. – HyperCast for mobile ad-hoc networks on handheld devices – Service differentiation for multi-stream delivery – Clustering – Integrity and privacy with distributed key management Delaunay Triangulation Overlays Nodes in a Plane Nodes are assigned x-y coordinates 4,9 10,8 (e.g., based on geographic location) 0,6 0,3 0,2 5,2 0,1 0,0 1,0 2,0 3,0 12,0 Voronoi Regions 4,9 10,8 The Voronoi region of a node is the region of the plane that is closer to this node than to any other node. 0,6 5,2 12,0 Delaunay Triangulation 4,9 10,8 The Delaunay triangulation has edges between nodes in neighboring Voronoi regions. 0,6 5,2 12,0 Delaunay Triangulation 4,9 10,8 0,6 An equivalent definition: A triangulation such that each circumscribing circle of a triangle formed by three vertices, no vertex of is in the interior of the circle. 5,2 12,0 Locally Equiangular Property • Sibson 1977: Maximize the minimum angle For every convex quadrilateral formed by triangles ACB and ABD that share a common edge AB, the minimum internal angle of triangles ACB and ABD is at least as large as the minimum internal angle of triangles ACD and CBD. C A a D b B Next-hop routing with Compass Routing • A node’s parent in a spanning tree is its neighbor which forms the smallest angle with the root. • A node need only know information on its neighbors – no routing protocol is needed for the overlay. A 30° Root B is the Node’s Parent 15° B Node Spanning tree when node (8,4) is root. The tree can be calculated by both parents and children. 4,9 10,8 0,6 8,4 5,2 12,0 Evaluation of Delaunay Triangulation overlays • Delaunay triangulation can consider location of nodes in an (x,y) plane, but is not aware of the network topology Question: How does Delaunay triangulation compare with other overlay topologies? Overlay Topologies Delaunay Triangulation and variants – DT – Hierarchical DT – Multipoint DT Hypercube Degree-6 Graph – Similar to graphs generated in Narada Degree-3 Tree – Similar to graphs generated in Yoid Logical MST – Minimum Spanning Tree overlays used by HyperCast overlays that assume knowledge of network topology Transit-Stub Network Transit-Stub • • • • • GeorgiaTech topology generator 4 transit domains 416 stub domains 1024 total routers 128 hosts on stub domain Evaluation of Overlays • Simulation: – Network with 1024 routers (“Transit-Stub” topology) – 2 - 512 hosts • Performance measures for trees embedded in an overlay network: – Degree of a node in an embedded tree – “Stretch”: Ratio of delay in overlay to shortest path delay – “Stress”: Number of duplicate transmissions over a physical link Illustration of Stress and Stretch 1 A 1 1 1 1 Stress = 2 1 1 1 1 B 1 Stress = 2 Unicast delay AB : Delay AB in overlay: Stretch for AB: 4 6 1.5 Stretch (90th Percentile) Average Stretch Stretch (90th Percentile) 90th Percentile of Stretch Delaunay triangulation Average Stress Delaunay triangulation 90th Percentile of Stress Delaunay triangulation The DT Protocol Protocol which organizes members of a network in a Delaunay Triangulation • Each member only knows its neighbors • “soft-state” protocol Topics: • Nodes and Neighbors • Example: A node joins • State Diagram • Rendezvous • Measurement Experiments Each node sends Hello messages to its neighbors periodically 4,9 10,8 0,6 5,2 12,0 • Each Hello contains the clockwise (CW) and counterclockwise (CCW) neighbors • Receiver of a Hello runs a “Neighbor test” ( locally equiangular prop.) • CW and CCW are used to detect new neighbors 4,9 5,2 4,9 12,0 5,2 12,0 CCW 0,6 CW Neighborhood Table of 10,8 Neighbor 10,8 12,0 5,2 – 4,9 – 10,8 A node that wants to join the triangulation contacts a node that is “close” 4,9 10,8 0,6 New node 8,4 5,2 12,0 Node (5,2) updates its Voronoi region, and the triangulation 4,9 10,8 0,6 8,4 5,2 12,0 (5,2) sends a Hello which contains info for contacting its clockwise and counterclockwise neighbors 4,9 10,8 0,6 8,4 5,2 12,0 (8,4) contacts these neighbors ... 4,9 10,8 0,6 8,4 5,2 12,0 … which update their respective Voronoi regions. 4,9 10,8 0,6 8,4 5,2 12,0 (4,9) and (12,0) send Hellos and provide info for contacting their respective clockwise and counterclockwise neighbors. 4,9 10,8 0,6 8,4 5,2 12,0 (8,4) contacts the new neighbor (10,8) ... 4,9 10,8 0,6 8,4 5,2 12,0 …which updates its Voronoi region... 4,9 10,8 0,6 8,4 5,2 12,0 …and responds with a Hello 4,9 10,8 0,6 8,4 5,2 12,0 This completes the update of the Voronoi regions and the Delaunay Triangulation 4,9 10,8 0,6 8,4 5,2 12,0 Rendezvous Methods • Rendezvous Problems: – How does a new node detect a member of the overlay? – How does the overlay repair a partition? • Three solutions: 1. Announcement via broadcast 2. Use of a rendezvous server 3. Use `likely’ members (“Buddy List”) Rendezvous Method 1: Announcement via broadcast (e.g., using IP Multicast) 4,9 10,8 0,6 New node 8,4 5,2 12,0 Rendezvous Method 1: Leader 4,9 10,8 A Leader is a node with a Y-coordinate higher than any of its neighbors. 0,6 5,2 12,0 Rendezvous Method 2: New node and leader contact a rendezvous server. Server keeps a cache of some other nodes 4,9 10,8 0,6 New node 8,4 Server 5,2 12,0 Rendezvous Method 3: Each node has a list of “likely” members of the overlay network 4,9 10,8 0,6 New node with Buddy List: (12,0) (4,9) 8,4 5,2 12,0 State Diagram of a Node Stopped Leader without Neighbor Application starts Neighbor added (with larger coordinates) Neighbor added (with smaller coordinates) All neighbors leave or timeout All neighbors leave or timeout A new neighbor with greater coordinates is added Leader with Neighbor Not Leader After removing some neighbor, this node has largest coordinates Application exits Send Goodbye Send Goodbye Leaving Send Goodbye Sub-states of a Node Stable Without Candidate Neighbor After neighborhood updating, node becomes not stable Node contained in NewNode passes neighbor test After handling the candidate neighbor, node remains stable Stable With Candidate Neighbor After neighborhood updating, node becomes stable. After neighborhood updating, node becomes not stable Not Stable • A node is stable when all nodes that appear in the CW and CCW neighbor columns of the neighborhood table also appear in the neighbor column Measurement Experiments • Experimental Platform: Centurion cluster at UVA (cluster of 300 Linux PCs) – 2 to 10,000 overlay members – 1–100 members per PC • Random coordinate assignments Gigabit Ethernet Internet Switch 3 centurion183 centurion253-255 centurion149-167 Switch 4 centurion246 centurion250 centurion251 Switch 8 centurion168-182 centurion164-187 Switch 5 Switch 9 centurion249 centurion252 centurion188-211 Switch 6 Switch 11 Switch 7 Switch 10 centurion128-147 centurion228-247 Experiment: Adding Members Time to Complete (sec) How long does it take to add M members to an overlay network of N members ? M+N members Experiment: Throughput of Multicasting Average throughput (Mbps) 100 MB bulk transfer for N=2-100 members (1 node per PC) 10 MB bulk transfer for N=20-1000 members (10 nodes per PC) Bandwidth bounds (due to stress) Measured values Number of Members N Experiment: Delay Delay of a packet (msec) 100 MB bulk transfer for N=2-100 members (1 node per PC) 10 MB bulk transfer for N=20-1000 members (10 nodes per PC) Number of Nodes N Wide-area experiments • PlanetLab: worldwide network of Linux PCs • Obtain coordinates via “triangulation” – Delay measurements to 3 PCs – Global Network Positioning (Eugene Ng, CMU) Planetlab Video Streaming Demo Summary • Overlay socket is general API for programming P2P systems • Several proof-of-concept applications • Intensive experimental testing: – Local PC cluster (on 100 PCs) • 10,000 node overlay in < 1 minute • Throughput of 2 Mbps for 1,000 receivers – PlanetLab (on 60 machines) • Up to 2,000 nodes • Video streaming experiment with 80 receivers at 800 kbps had few losses HyperCast (Version 2.0) site: http://www.cs.virginia.edu/hypercast Design documents, download software, user manual