Transport Protocols for Networked Games
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1 Transport Protocols for Networked Games 1
2 TCP or UDP? 2
3 Why use TCP? TCP provides reliable, in-order delivery TCP goes through most firewalls, UDP does not TCP manages connection for us 3
4 Why not to use TCP? TCP incur higher latency Don t always need reliability and in-order delivery High header overhead 4
5 position = 10 position = 13 X position = 15 Updated position not delivered to application until (outdated) lost packet is received 5
6 Gesture from someone far away need not be received reliably. 6
7 A study on ShenZhou Online shows that 46% of the bandwidth is occupied by TCP header 7
8 enet.cubik.org A library that provides reliability, sequencing, connection managements over of 8
9 Delivery can be streamoriented (like TCP) or message-oriented (like UDP) 9
10 Supports partial reliability enet_packet_create ( abc, 4, ENET_PACKET_FLAG_RELIABLE) 10
11 Retransmission triggered by Timeout based on RTT 11
12 Data in queue are bundled into one packet if there is space 12
13 enet.cubik.org Portable, easy to use, but still, most firewalls block UDP traffic 13
14 MMORPG that uses TCP: WoW, Lineage I/II, Guild Wars, Ragnarok Online, Anarchy Online, Mabinogi MMORPG that uses UDP: EverQuest, SW Galaxies, City of Heroes, Ultima Online, Asherons Call, FFXI 14
15 Need to study the use of TCP for networked games 15
16 How to provide reliability over UDP? 16
17 How slow is TCP, really? Which part of TCP is the root of slowness? 17
18 A Quick Review of TCP 18
19 s=100 s=200 s=300 s=400 a=300 a=500 TCP Delayed ACK 19
20 TCP Spec: max 500ms delay Most implementation: 200ms 20
21 Why delay ACK? reduce num of ACKs in case receiver wants to send data within 200ms (in which case it can piggyback the ACK with data) give sender time to buffer more data for sending (avoid silly window syndrome) 21
22 s=100 s=200 s=300 s=400 s=500 X a=200 a=200 a=200 a=200 s=200 TCP Fast Retransmission 22
23 Definition of Dup ACKs in 4.4BSD and Al Stevens: pure ACK, cannot piggyback with data 23
24 TO X X 2x TO TCP Timeout + Exponential Back-off 24
25 TO Spurious Retransmission 25
26 RTO estimation Ei = 7Ei-1/8 + RTT/8 Vi = 3Vi-1/4 + RTT-Ei-1 /4 RTO = max(ei + 4Vi, 1s) 26
27 Linux s RTO estimation = 7Ei-1/8 + RTT/8 Ei Vi = 3Vi-1/4 + RTT-Ei-1 /4 RTO = max(200ms, Ei + min(vi, 50ms) 27
28 Note: Delayed ACK => increase RTT => increase RTO 28
29 Congestion Control 29
30 Window Size Packet Loss Time TCP Congestion Control 30
31 Congestion Window reset to 2 after an idle period (> RTO) 31
32 What does real game traffic look like? 32
33 33
34 Max Application Delay Max RTT 250ms Avg RTT 34
35 35
36 About 4 packets / sec 36
37 Average Payload: 100 Bytes 37
38 Loss Rate 1% 38
39 But some experience 6 retransmissions 39
40 ShenZhou Online 40
41 41
42 42
43 43
44 Similar stats for other games 44
45 45
46 46
47 Thin Streams 47
48 Findings 1: Fast retransmission rarely triggered 48
49 In ShenZhou Online traces, fail to trigger fast retransmission because insufficient dup ACK (50%) interrupted by data (50%) 49
50 Findings 2: Delay due mostly to timeout 50
51 51
52 Findings 3: Congestion Window reset is frequent 52
53 12% - 18% of packets faces window reset 53
54 think.. think.. think.. click (tank attack here) click (missle launch there) click (charge soldiers) The last command is delayed as congestion window = 2 54
55 How to make TCP (or, transport protocol) go faster in these games? 55
56 1. Remove exponential backoff 56
57 TO X X TO TCP Timeout 57
58 2. Make RTO Smaller 58
59 make sure minimum RTO is not 1s 59
60 spurious retransmission is not disastrous 60
61 3. Make Fast Retransmit Faster 61
62 s=100 s=200 s=300 s=400 s=500 X a=200 a=200 a=200 a=200 s=200 Retransmit after one duplicate ACK 62
63 4. Retransmission Bundling 63
64 X Retransmit all unacknowledge data in queue 64
65 5. Redundant Data Bundling 65
66 X a=300 a=500 Send any unacknowledged segment in queue as long as there is space. Lost data gets recovered in the next transmission before retransmission. 66
67 6. Turn off or reduce Delayed ACKs 67
68 Packet interarrival time on average > 200ms (can t combine two ACKs into one) 68
69 7. Combine Thin Streams into Thicker Stream 69
70 Server Proxy 70
71 Transport for Games 71
72 Transport for Games remove exponential backoff 71
73 Transport for Games remove exponential backoff reduce RTO 71
74 Transport for Games remove exponential backoff reduce RTO make fast retransmit faster 71
75 Transport for Games remove exponential backoff reduce RTO make fast retransmit faster retransmit agressively 71
76 Transport for Games remove exponential backoff reduce RTO make fast retransmit faster retransmit agressively don t delay ACK 71
77 Transport for Games remove exponential backoff reduce RTO make fast retransmit faster retransmit agressively don t delay ACK combine into thick streams 71
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