Chapter 7 Multimedia Networking

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Chapter 7 Multimedia Networking A note on the use of these ppt slides: We’re making these slides freely available to all (faculty, students, readers). They’re in PowerPoint form so you see the animations; and can add, modify, and delete slides (including this one) and slide content to suit your needs. They obviously represent a lot of work on our part. In return for use, we only ask the following: Computer Networking: A Top Down Approach 6th edition Jim Kurose, Keith Ross Addison-Wesley March 2012 If you use these slides (e.g., in a class) that you mention their source (after all, we’d like people to use our book!) If you post any slides on a www site, that you note that they are adapted from (or perhaps identical to) our slides, and note our copyright of this material. Thanks and enjoy! JFK/KWR All material copyright 1996-2012 J.F Kurose and K.W. Ross, All Rights Reserved The course notes are adapted for CSCI 363 at Bucknell Spring 2014, Xiannong Meng Multmedia Networking

Content distribution networks challenge: how to stream content (selected from millions of videos) to hundreds of thousands of simultaneous users? option 1: single, large “mega-server” single point of failure point of network congestion long path to distant clients multiple copies of video sent over outgoing link ….quite simply: this solution doesn’t scale Multmedia Networking

Content distribution networks challenge: how to stream content (selected from millions of videos) to hundreds of thousands of simultaneous users? option 2: store/serve multiple copies of videos at multiple geographically distributed sites (CDN) enter deep: push CDN servers deep into many access networks close to users used by Akamai, 1700 locations bring home: smaller number (10’s) of larger clusters in POPs near (but not within) access networks used by Limelight Multmedia Networking

CDN: “simple” content access scenario Bob (client) requests video http://netcinema.com/6Y7B23V video stored in CDN at http://KingCDN.com/NetC6y&B23V 1. Bob gets URL for for video http://netcinema.com/6Y7B23V from netcinema.com web page 1 2. resolve http://netcinema.com/6Y7B23V via Bob’s local DNS 2 5 6. request video from KINGCDN server, streamed via HTTP 4&5. Resolve http://KingCDN.com/NetC6y&B23 via KingCDN’s authoritative DNS, which returns IP address of KIingCDN server with video netcinema.com 3. netcinema’s DNS returns URL http://KingCDN.com/NetC6y&B23V 4 3 netcinema’s authorative DNS KingCDN authoritative DNS KingCDN.com Multmedia Networking

CDN cluster selection strategy challenge: how does CDN DNS select “good” CDN node to stream to client pick CDN node geographically closest to client pick CDN node with shortest delay (or min # hops) to client (CDN nodes periodically ping access ISPs, reporting results to CDN DNS) IP anycast alternative: let client decide - give client a list of several CDN servers client pings servers, picks “best” Netflix approach Multmedia Networking

Case study: Netflix 30% downstream US traffic in 2011 owns very little infrastructure, uses 3rd party services: own registration, payment servers Amazon (3rd party) cloud services: Netflix uploads studio master to Amazon cloud create multiple version of movie (different encodings) in cloud upload versions from cloud to CDNs Cloud hosts Netflix web pages for user browsing three 3rd party CDNs host/stream Netflix content: Akamai, Limelight, Level-3 Multmedia Networking

Case study: Netflix 1 1. Bob manages Netflix account Netflix registration, accounting servers Amazon cloud Akamai CDN Limelight CDN Level-3 CDN 2 2. Bob browses Netflix video 3 3. Manifest file returned for requested video 4. DASH streaming upload copies of multiple versions of video to CDNs Multmedia Networking

Multimedia networking: outline 7.1 multimedia networking applications 7.2 streaming stored video 7.3 voice-over-IP 7.4 protocols for real-time conversational applications 7.5 network support for multimedia Multmedia Networking

Voice-over-IP (VoIP) VoIP end-end-delay requirement: needed to maintain “conversational” aspect higher delays noticeable, impair interactivity < 150 msec: good > 400 msec bad includes application-level (packetization,playout), network delays session initialization: how does callee advertise IP address, port number, encoding algorithms? value-added services: call forwarding, screening, recording emergency services: 911 Multmedia Networking

VoIP characteristics speaker’s audio: alternating talk spurts, silent periods. 64 kbps during talk spurt pkts generated only during talk spurts 20 msec chunks at 8 Kbytes/sec: 160 bytes of data application-layer header added to each chunk chunk+header encapsulated into UDP or TCP segment application sends segment into socket every 20 msec during talkspurt Multmedia Networking

VoIP: packet loss, delay network loss: IP datagram lost due to network congestion (router buffer overflow) delay loss: IP datagram arrives too late for playout at receiver delays: processing, queueing in network; end-system (sender, receiver) delays typical maximum tolerable delay: 400 ms loss tolerance: depending on voice encoding, loss concealment, packet loss rates between 1% and 10% can be tolerated Multmedia Networking

Delay jitter constant bit rate transmission variable network delay (jitter) client reception constant bit rate playout at client client playout delay Cumulative data buffered data time end-to-end delays of two consecutive packets: difference can be more or less than 20 msec (transmission time difference) Multmedia Networking

VoIP: fixed playout delay receiver attempts to playout each chunk exactly q msecs after chunk was generated. chunk has time stamp t: play out chunk at t+q chunk arrives after t+q: data arrives too late for playout: data “lost” tradeoff in choosing q: large q: less packet loss small q: better interactive experience Multmedia Networking

VoIP: fixed playout delay sender generates packets every 20 msec during talk spurt. first packet received at time r first playout schedule: begins at p second playout schedule: begins at p’ Multmedia Networking

Adaptive playout delay (1) goal: low playout delay, low late loss rate approach: adaptive playout delay adjustment: estimate network delay, adjust playout delay at beginning of each talk spurt silent periods compressed and elongated chunks still played out every 20 msec during talk spurt adaptively estimate packet delay: (EWMA - exponentially weighted moving average, recall TCP RTT estimate): di = (1-a)di-1 + a (ri – ti) delay estimate after ith packet small constant, e.g. 0.1 time received - time sent (timestamp) measured delay of ith packet Multmedia Networking

Adaptive playout delay (2) also useful to estimate average deviation of delay, vi : vi = (1-b)vi-1 + b |ri – ti – di| estimates di, vi calculated for every received packet, but used only at start of talk spurt for first packet in talk spurt, playout time is: remaining packets in talkspurt are played out periodically playout-timei = ti + di + Kvi Multmedia Networking

Adaptive playout delay (3) Q: How does receiver determine whether packet is first in a talkspurt? if no loss, receiver looks at successive timestamps difference of successive stamps > 20 msec -->talk spurt begins. with loss possible, receiver must look at both time stamps and sequence numbers difference of successive stamps > 20 msec and sequence numbers without gaps --> talk spurt begins. Multmedia Networking

VoiP: recovery from packet loss (1) Challenge: recover from packet loss given small tolerable delay between original transmission and playout each ACK/NAK takes ~ one RTT alternative: Forward Error Correction (FEC) send enough bits to allow recovery without retransmission (recall two-dimensional parity in Ch. 5) simple FEC for every group of n chunks, create redundant chunk by exclusive OR-ing n original chunks send n+1 chunks, increasing bandwidth by factor 1/n can reconstruct original n chunks if at most one lost chunk from n+1 chunks, with playout delay Multmedia Networking

Simple FEC example If 2nd packet lost Data: 1001 Data: 1001 1101 1101 1000 0111 ------------ cksm: 0110 Data: 1001 1101 1000 0111 ------------ cksm: 0110 The lost packet can be re-constructed through checksum 1001 xor 1101 xor 1000 xor 0111 xor 0110 = 1101 Multmedia Networking

VoiP: recovery from packet loss (2) another FEC scheme: “piggyback lower quality stream” send lower resolution audio stream as redundant information e.g., nominal stream PCM at 64 kbps and redundant stream GSM at 13 kbps non-consecutive loss: receiver can conceal loss generalization: can also append (n-1)st and (n-2)nd low-bit rate chunk Multmedia Networking

VoiP: recovery from packet loss (3) interleaving to conceal loss: audio chunks divided into smaller units, e.g., four 5 msec units per 20 msec audio chunk packet contains small units from different chunks if packet lost, still have most of every original chunk no redundancy overhead, but increases playout delay Multmedia Networking

Voice-over-IP: Skype Skype clients (SC) proprietary application-layer protocol (inferred via reverse engineering) encrypted msgs P2P components: Skype login server supernode (SN) clients: skype peers connect directly to each other for VoIP call supernode overlay network super nodes (SN): skype peers with special functions overlay network: among SNs to locate SCs login server Application Layer

P2P voice-over-IP: skype skype client operation: 1. joins skype network by contacting SN (IP address cached) using TCP Skype login server 2. logs-in (usename, password) to centralized skype login server 3. obtains IP address for callee from SN, SN overlay or client buddy list 4. initiate call directly to callee Application Layer

Skype: peers as relays problem: both Alice, Bob are behind “NATs” NAT prevents outside peer from initiating connection to insider peer inside peer can initiate connection to outside relay solution: Alice, Bob maintain open connection to their SNs Alice signals her SN to connect to Bob Alice’s SN connects to Bob’s SN Bob’s SN connects to Bob over open connection Bob initially initiated to his SN Application Layer