15-441 computer networking multimedia. 11/15/20052 outline multimedia requirements streaming phone...
TRANSCRIPT
15-441 Computer Networking
Multimedia
11/15/2005 2
Outline
• Multimedia requirements
• Streaming
• Phone over IP
• Recovering from Jitter and Loss
• RTP
• QoS Requirements
• Introduction to Scheduling Policies
11/15/2005 3
Application Classes
• Typically sensitive to delay, but can tolerate packet loss (would cause minor glitches that can be concealed)
• Data contains audio and video content (“continuous media”), three classes of applications:
• Streaming• Unidirectional Real-Time• Interactive Real-Time
11/15/2005 4
Application Classes (more)
• Streaming• Clients request audio/video files from servers
and pipeline reception over the network and display
• Interactive: user can control operation (similar to VCR: pause, resume, fast forward, rewind, etc.)
• Delay: from client request until display start can be 1 to 10 seconds
11/15/2005 5
Application Classes (more)
• Unidirectional Real-Time:• similar to existing TV and radio stations, but delivery on
the network• Non-interactive, just listen/view
• Interactive Real-Time :• Phone conversation or video conference• More stringent delay requirement than Streaming and
Unidirectional because of real-time nature• Video: < 150 msec acceptable• Audio: < 150 msec good, <400 msec acceptable
11/15/2005 6
Challenges
• TCP/UDP/IP suite provides best-effort, no guarantees on expectation or variance of packet delay
• Streaming applications delay of 5 to 10 seconds is typical and has been acceptable, but performance deteriorate if links are congested (transoceanic)
• Real-Time Interactive requirements on delay and its jitter have been satisfied by over-provisioning (providing plenty of bandwidth), what will happen when the load increases?...
11/15/2005 7
Challenges (more)
• Most router implementations use only First-Come-First-Serve (FCFS) packet processing and transmission scheduling
• To mitigate impact of “best-effort” protocols, we can:
• Use UDP to avoid TCP and its slow-start phase…
• Buffer content at client and control playback to remedy jitter
• Adapt compression level to available bandwidth
11/15/2005 8
Solution Approaches in IP Networks
• Just add more bandwidth and enhance caching capabilities (over-provisioning)!
• Need major change of the protocols :• Incorporate resource reservation (bandwidth, processing,
buffering), and new scheduling policies • Set up service level agreements with applications, monitor and
enforce the agreements, charge accordingly
• Need moderate changes (“Differentiated Services”):• Use two traffic classes for all packets and differentiate service
accordingly• Charge based on class of packets• Network capacity is provided to ensure first class packets incur no
significant delay at routers
11/15/2005 9
Outline
• Multimedia requirements
• Streaming
• Phone over IP
• Recovering from Jitter and Loss
• RTP
• QoS Requirements
• Introduction to Scheduling Policies
11/15/2005 10
Streaming
• Important and growing application due to reduction of storage costs, increase in high speed net access from homes, enhancements to caching and introduction of QoS in IP networks
• Audio/Video file is segmented and sent over either TCP or UDP, public segmentation protocol: Real-Time Protocol (RTP)
11/15/2005 11
Streaming
• User interactive control is provided, e.g. the public protocol Real Time Streaming Protocol (RTSP)
• Helper Application: displays content, which is typically requested via a Web browser; e.g. RealPlayer; typical functions:
• Decompression• Jitter removal• Error correction: use redundant packets to be used for
reconstruction of original stream• GUI for user control
11/15/2005 12
Streaming From Web Servers
• Audio: in files sent as HTTP objects• Video (interleaved audio and images in one file, or two separate files and client synchronizes the
display) sent as HTTP object(s)
• A simple architecture is to have the Browser request the object(s) and after their reception pass them to the player for display- No pipelining
11/15/2005 13
Streaming From Web Server (more)
• Alternative: set up connection between server and player, then download
• Web browser requests and receives a Meta File (a file describing the object) instead of receiving the file itself;
• Browser launches the appropriate Player and passes it the Meta File;
• Player sets up a TCP connection with Web Server and downloads the file
11/15/2005 14
Meta file requests
11/15/2005 15
Using a Streaming Server
• This gets us around HTTP, allows a choice of UDP vs. TCP and the application layer protocol can be better tailored to Streaming; many enhancements options are possible (see next slide)
11/15/2005 16
Options When Using a Streaming Server• Use UDP, and Server sends at a rate (Compression and
Transmission) appropriate for client; to reduce jitter, Player buffers initially for 2-5 seconds, then starts display
• Use TCP, and sender sends at maximum possible rate under TCP; retransmit when error is encountered; Player uses a much large buffer to smooth delivery rate of TCP
11/15/2005 17
Real Time Streaming Protocol (RTSP)• For user to control display: rewind, fast forward, pause, resume, etc…• Out-of-band protocol (uses two connections, one for control
messages (Port 554) and one for media stream)• RFC 2326 permits use of either TCP or UDP for the control messages
connection, sometimes called the RTSP Channel• As before, meta file is communicated to web browser which then
launches the Player; Player sets up an RTSP connection for control messages in addition to the connection for the streaming media
11/15/2005 18
Meta File Example
<title>Xena: Warrior Princess</title> <session> <group language=en lipsync> <switch> <track type=audio e="PCMU/8000/1" src = "rtsp://audio.example.com/xena/audio.en/lofi"> <track type=audio e="DVI4/16000/2" pt="90 DVI4/8000/1" src="rtsp://audio.example.com/xena/audio.en/hifi"> </switch> <track type="video/jpeg" src="rtsp://video.example.com/twister/video"> </group> </session>
11/15/2005 19
RTSP Operation
11/15/2005 20
RTSP Exchange Example
C: SETUP rtsp://audio.example.com/xena/audio RTSP/1.0 Transport: rtp/udp; compression; port=3056; mode=PLAY
S: RTSP/1.0 200 1 OK Session 4231
C: PLAY rtsp://audio.example.com/xena/audio.en/lofi RTSP/1.0 Session: 4231 Range: npt=0- (npt = normal play time)
C: PAUSE rtsp://audio.example.com/xena/audio.en/lofi RTSP/1.0 Session: 4231 Range: npt=37
C: TEARDOWN rtsp://audio.example.com/xena/audio.en/lofi RTSP/1.0 Session: 4231
S: 200 3 OK
11/15/2005 21
Outline
• Multimedia requirements
• Streaming
• Phone over IP
• Recovering from Jitter and Loss
• RTP
• QoS Requirements
• Introduction to Scheduling Policies
11/15/2005 22
Real-Time (Phone) Over IP’s Best-Effort
• Internet phone applications generate packets during talk spurts
• Bit rate is 8 KBytes, and every 20 msec, the sender forms a packet of 160 Bytes + a header to be discussed below
• The coded voice information is encapsulated into a UDP packet and sent out; some packets may be lost; up to 20 % loss is tolerable; using TCP eliminates loss but at a considerable cost: variance in delay; FEC (forward error correction) is sometimes used to fix errors and make up losses
11/15/2005 23
Real-Time (Phone) Over IP’s Best-Effort
• End-to-end delays above 400 msec cannot be tolerated; packets that are that delayed are ignored at the receiver
• Delay jitter is handled by using timestamps, sequence numbers, and delaying playout at receivers either a fixed or a variable amount
• With fixed playout delay, the delay should be as small as possible without missing too many packets; delay cannot exceed 400 msec
11/15/2005 24
Internet Phone with Fixed Playout Delay
11/15/2005 25
Adaptive Playout Delay
• Objective is to use a value for p-r that tracks the network delay performance as it varies during a phone call
• The playout delay is computed for each talk spurt based on observed average delay and observed deviation from this average delay
• Estimated average delay and deviation of average delay are computed in a manner similar to estimates of RTT and deviation in TCP
• The beginning of a talk spurt is identified from examining the timestamps in successive and/or sequence numbers of chunks
11/15/2005 26
Outline
• Multimedia requirements
• Streaming
• Phone over IP
• Recovering from Jitter and Loss
• RTP
• QoS Requirements
• Introduction to Scheduling Policies
11/15/2005 27
Recovery From Packet Loss
• Loss is in a broader sense: packet never arrives or arrives later than its scheduled playout time
• Since retransmission is inappropriate for Real Time applications, FEC or Interleaving are used to reduce loss impact.
• FEC is Forward Error Correction• Simplest FEC scheme adds a redundant chunk
made up of exclusive OR of a group of n chunks; redundancy is 1/n; can reconstruct if at most one lost chunk; playout time schedule assumes a loss per group
11/15/2005 28
Recovery From Packet Loss
• Mixed quality streams are used to include redundant duplicates of chunks; upon loss playout available redundant chunk, albeit a lower quality one
• With one redundant low quality chunk per chunk, scheme can recover from single packet losses
11/15/2005 29
Piggybacking Lower Quality Stream
11/15/2005 30
Interleaving
• Has no redundancy, but can cause delay in playout beyond Real Time requirements
• Divide 20 msec of audio data into smaller units of 5 msec each and interleave
• Upon loss, have a set of partially filled chunks
11/15/2005 31
Outline
• Multimedia requirements
• Streaming
• Phone over IP
• Recovering from Jitter and Loss
• RTP
• QoS Requirements
• Introduction to Scheduling Policies
11/15/2005 32
Real-Time Protocol (RTP)
• Provides standard packet format for real-time application
• Typically runs over UDP• Specifies header fields below• Payload Type: 7 bits, providing 128 possible
different types of encoding; eg PCM, MPEG2 video, etc.
• Sequence Number: 16 bits; used to detect packet loss
11/15/2005 33
Real-Time Protocol (RTP)
• Timestamp: 32 bytes; gives the sampling instant of the first audio/video byte in the packet; used to remove jitter introduced by the network
• Synchronization Source identifier (SSRC): 32 bits; an id for the source of a stream; assigned randomly by the source
11/15/2005 34
RTP Control Protocol (RTCP)
• Protocol specifies report packets exchanged between sources and destinations of multimedia information
• Three reports are defined: Receiver reception, Sender, and Source description• Reports contain statistics such as the number of packets sent, number of
packets lost, inter-arrival jitter
• Used to modify sender transmission rates and for diagnostics purposes
11/15/2005 35
RTCP Bandwidth Scaling
• If each receiver sends RTCP packets to all other receivers, the traffic load resulting can be large
• RTCP adjusts the interval between reports based on the number of participating receivers
• Typically, limit the RTCP bandwidth to 5% of the session bandwidth, divided between the sender reports (25%) and the receivers reports (75%)
11/15/2005 36
Outline
• Multimedia requirements
• Streaming
• Phone over IP
• Recovering from Jitter and Loss
• RTP
• QoS Requirements
• Introduction to Scheduling Policies
11/15/2005 37
Improving QoS in IP Networks
• IETF groups are working on proposals to provide better QoS control in IP networks, i.e., going beyond best effort to provide some assurance for QoS
• Work in Progress includes RSVP, Differentiated Services, and Integrated Services
• Simple model for sharing and congestion studies:
11/15/2005 38
Principles for QoS Guarantees
• Consider a phone application at 1Mbps and an FTP application sharing a 1.5 Mbps link. • bursts of FTP can congest the router and cause audio packets to be dropped. • want to give priority to audio over FTP
• PRINCIPLE 1: Marking of packets is needed for router to distinguish between different classes; and new router policy to treat packets accordingly
e.g. MPLS, Diffserv,RSVP
11/15/2005 39
Principles for QoS Guarantees (more)• Applications misbehave (audio sends packets at a rate higher than 1Mbps assumed
above); • PRINCIPLE 2: provide protection (isolation) for one class from other classes • Require Policing Mechanisms to ensure sources adhere to bandwidth requirements;
Marking and Policing need to be done at the edges:
e.g. WFQ
11/15/2005 40
Principles for QoS Guarantees (more)• Alternative to Marking and Policing: allocate a set portion of
bandwidth to each application flow; can lead to inefficient use of bandwidth if one of the flows does not use its allocation
• PRINCIPLE 3: While providing isolation, it is desirable to use resources as efficiently as possible
11/15/2005 41
Principles for QoS Guarantees (more)• Cannot support traffic beyond link capacity• PRINCIPLE 4: Need a Call Admission Process; application flow
declares its needs, network may block call if it cannot satisfy the needs
11/15/2005 42
Summary
11/15/2005 43
Outline
• Multimedia requirements
• Streaming
• Phone over IP
• Recovering from Jitter and Loss
• RTP
• QoS Requirements
• Introduction to Scheduling Policies
11/15/2005 44
Scheduling And Policing Mechanisms• Scheduling: choosing the next packet for transmission on a link can
be done following a number of policies;• FIFO: in order of arrival to the queue; packets that arrive to a full
buffer are either discarded, or a discard policy is used to determine which packet to discard among the arrival and those already queued
11/15/2005 45
Scheduling Policies
• Priority Queuing: classes have different priorities; class may depend on explicit marking or other header info, eg IP source or destination, TCP Port numbers, etc.
• Transmit a packet from the highest priority class with a non-empty queue
• Preemptive and non-preemptive versions
11/15/2005 46
Scheduling Policies (more)
• Round Robin: scan class queues serving one from each class that has a non-empty queue
11/15/2005 47
Scheduling Policies (more)
• Weighted Fair Queuing: is a generalized Round Robin in which an attempt is made to provide a class with a differentiated amount of service over a given period of time
11/15/2005 48
Policing Mechanisms
• Three criteria: • (Long term) Average Rate (100 packets per sec or 6000
packets per min??), crucial aspect is the interval length• Peak Rate: e.g., 6000 p p minute Avg and 1500 p p sec
Peak• (Max.) Burst Size: Max. number of packets sent
consecutively, ie over a short period of time
11/15/2005 49
Policing Mechanisms
• Token Bucket mechanism, provides a means for limiting input to specified Burst Size and Average Rate.
11/15/2005 50
Policing Mechanisms (more)• Bucket can hold b tokens; token are generated at a rate of r token/sec unless bucket is
full of tokens.• Over an interval of length t, the number of packets that are admitted is less than or
equal to (r t + b).• Token bucket and
WFQ can be combined to provide upperbound on delay.