1 V1-Filename.ppt / yyyy-mm-dd / Initials P2P content distribution T-110.7100 Applications and Services in Internet, Fall 2008 Jukka K. Nurminen.

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1 V1-Filename.ppt / yyyy-mm-dd / Initials P2P content distribution T Applications and Services in Internet, Fall 2008 Jukka K. Nurminen

2 V1-Filename.ppt / / Jukka K. Nurminen BitTorrent – content downloading Efficient content distribution Bram Cohen, 2001 Key idea: you can receive faster than what your peer is able to send Peer serving multiple users Asynchronous connections E2E speed of Internet File divided into pieces, recipient receives pieces from multiple peers Each recipient supplies pieces of the data to newer recipients

3 V1-Filename.ppt / / Jukka K. Nurminen BitTorrent – components website Normal website – hosting of metadata files (torrent-files) tracker Maintaining information about which peers have the content available leech Peer that is still downloading (has only parts of the file) seed Peer with entire file

4 V1-Filename.ppt / / Jukka K. Nurminen new leecher BitTorrent – joining a torrent data request peer list metadata file join seed/leecherwebsitetracker 1. obtain the metadata file (.torrent -file) 2. contact the tracker 3. obtain a peer list (contains seeds & leechers) 4. contact peers from that list for data Adapted from Nikitas Liogkas, Robert Nelson, Eddie Kohler, Lixia Zhang, “Exploiting BitTorrent For Fun,” University of California, Los Angeles

5 V1-Filename.ppt / / Jukka K. Nurminen ● Download sub-pieces in parallel ● Verify pieces using hashes ! BitTorrent – exchanging data I have leecher A ● Advertise received pieces to the entire peer list ● Look for the rarest pieces seed leecher Bleecher C

6 V1-Filename.ppt / / Jukka K. Nurminen BitTorrent Summary Benefits reduced cost and burden on any given individual source much higher redundancy greater resistance to abuse or "flash crowds“ less dependence on the original distributor Disadvantages Slow start and finish downloads take time to rise to full speed because peer connections take time to establish Special end game algorithms Full content has to be downloaded before playing can start Central tracker can be a bottleneck Distributed trackers based on DHT Applications Legal video distribution (e.g. BitTorrent, Vuze) Illegal video distribution (e.g. PirateBay) Distribution of patches (e.g. Wow, Linux distros)

7 V1-Filename.ppt / yyyy-mm-dd / Initials P2P streaming

8 V1-Filename.ppt / / Jukka K. Nurminen Traditional stream delivery models Server Widely used, simple and easy Free Internet radios, YouTube, Liveleak.com, Google video, … Allows using standard clients (browser) Limited server output capacity / stream quality; expensive to scale Server grid Content delivery network Expensive to scale IP multicast / LAN multicast The “ideal” model proposed for 20+ years Not available in large scale Internet Technical + non-technical constraints Perhaps possible in local environments

9 V1-Filename.ppt / / Jukka K. Nurminen P2P streaming (“peercasting”) Each receiver of the stream forwards it to other receivers Promises No servers required “Infinite” scalability Challenges Churn: peers constantly join and leave the network Limited peer capabilities: asymmetric data connections Limited peer visibility: NAT, firewall Optimal use of network resources

10 V1-Filename.ppt / / Jukka K. Nurminen Multicast tree (ca. 2002) First practical approach End-System Multicast II Open source solutions (peercast, freecast) Over 20 well-known variants Peers form a tree topology Own tree for each data stream Forward stream down the tree Works in practice Scales 10…100…1000? users Problems Large output bandwidth required Tree optimization Tree repair due to churn Less than half of peers can contribute source

11 V1-Filename.ppt / / Jukka K. Nurminen Data-driven overlay (ca. 2004) The mainstream practical approach Active area for current research Coolstreaming (2004), Chainsaw (2005), GridMedia (2006), PRIME (2006), HotStreaming (2007) BitTorrent for streams Chunk stream in small pieces Distribute pieces in a swarm Works well in practice Most large-scale solutions Coolstreaming, PPLive, Roxbeam, Sopcast … Scales to 10k … 100k … 1M? source

12 V1-Filename.ppt / / Jukka K. Nurminen Basic data-driven overlay approach Coolstreaming/DONet (2004), Chainsaw (2005) Topology creation: gossiping protocol (SCAMP) Peers maintain random partial view of the network Peers select random partners No centralized tracker Swarming: sliding buffer of pieces Reports pieces it has to its partners Partners request for pieces they don’t have Design problems Whom to select as partner? When and from whom to request a piece? Overhead vs. latency? ReportRequestSend

13 V1-Filename.ppt / / Jukka K. Nurminen Main challenges of data-driven approach Open research questions Based on real-life experiences with Coolstreaming and 80k users Affect negatively to end-user experience Dealing with flash crowd How to cope if number of users increases from 1k to 100k in 10 minutes? We don’t have infrastructure to support new users Joining takes a long time > 25% of new users must re-try joining Dealing with 50% of users that don’t contribute Due to asymmetric connection, firewall, NAT, … Where to get the missing output capacity?

14 V1-Filename.ppt / / Jukka K. Nurminen Hybrid technology The best known technology for commercial large-scale streaming Streaming to 100k … 1M users Proposed practical solution to problems of data-driven overlay Joost, future Coolstreaming A combination of P2P and server grid Use P2P distribution in stable conditions Use powerful servers to fill in missing output capacity Servers support newcomers Servers support users behind asymmetric connections For example Joost is 1/3 P2P, 2/3 client-server