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5 position = 10 position = 13 X position = 15 Updated position not delivered to application until (outdated) lost packet is received 5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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