📄 rfc2502.txt
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Network Working Group M. PullenRequest for Comments: 2502 George Mason UniversityCategory: Informational M. Myjak The Virtual Workshop C. Bouwens SAIC February 1999 Limitations of Internet Protocol Suite for Distributed Simulation in the Large Multicast EnvironmentStatus of this Memo This memo provides information for the Internet community. It does not specify an Internet standard of any kind. Distribution of this memo is unlimited.Copyright Notice Copyright (C) The Internet Society (1999). All Rights Reserved.Abstract The Large-Scale Multicast Applications (LSMA) working group was chartered to produce documents aimed at a consensus based development of the Internet protocols to support large scale multicast applications including real-time distributed simulation. This memo defines services that LSMA has found to be required, and aspects of the Internet protocols that LSMA has found to need further development in order to meet these requirements.1. The Large Multicast Environment The Large-Scale Multicast Applications working group (LSMA) was formed to create a consensus based requirement for Internet Protocols to support Distributed Interactive Simulation (DIS) [DIS94], its successor the High Level Architecture for simulation (HLA) [DMSO96], and related applications. The applications are characterized by the need to distribute a real-time applications over a shared wide area network in a scalable manner such that numbers of hosts from a few to tens of thousands are able to interchange state data with sufficient reliability and timeliness to sustain a three dimensional virtual, visual environment containing large numbers of moving objects. The network supporting such an system necessarily will be capable of multicast [IEEE95a,IEEE95b].Pullen Informational [Page 1]RFC 2502 Limitations of Internet Protocol Suite February 1999 Distributed Interactive Simulation is the name of a family of protocols used to exchange information about a virtual environment among hosts in a distributed system that are simulating the behavior of objects in that environment. The objects are capable of physical interactions and can sense each other by visual and other means (infrared, etc.). DIS was developed by the U.S. Department of Defense (DoD) to implement systems for military training, rehearsal, and other purposes. More information on DIS can be found in [SSM96]. The feature of distributed simulation that drives network requirements is that it is intended to work with output to and input from humans across distributed simulators in real time. This places tight limits on latency between hosts. It also means that any practical network will require multicasting to implement the required distribution of all data to all participating simulators. Large distributed simulation configurations are expected to group hosts on multicast groups based on sharing the same sensor inputs in the virtual environment. This can mean a need for thousands of multicast groups where objects may move between groups in large numbers at high rates. Because the number of simulators is known in advance and their maximum output rate in packets per second and bits per second is specified, the overall total data rate (the sum of all multicast groups) is bounded. However the required data rate in any particular group cannot be predicted, and may change quite rapidly during the simulation. DIS real time flow consists of packets of length around 2000 bits at rates from .2 packets per second per simulator to 15 packets per second per simulator. This information is intentionally redundant and is normally transmitted with a best effort transport protocol (UDP). In some cases it also is compressed. Required accuracy both of latency and of physical simulation varies with the intended purpose but generally must be at least sufficient to satisfy human perception. For example, in tightly coupled simulations such as high performance aircraft maximum acceptable latency is 100 milliseconds between any two hosts. At relatively rare intervals events (e.g. collisions) may occur which require reliable transmission of some data, on a unicast basis, to any other host in the system. The U.S. DoD has a goal to build distributed simulation systems with up to 100,000 simulated objects, many of them computer generated forces that run with minimal human intervention, acting as opposing force or simulating friendly forces that are not available to participate. DoD would like to carry out such simulations using a shared WAN. Beyond DoD many people see a likelihood that distributed simulation capabilities may be commercialized as entertainment. The scope of such an entertainment system is hard to predict but conceivably could be larger than the DoD goal of 100,000.Pullen Informational [Page 2]RFC 2502 Limitations of Internet Protocol Suite February 1999 The High Level Architecture (HLA) is a DoD development beyond DIS that aims at bringing DIS and other forms of distributed simulation into a unifying system paradigm. From a distributed systems standpoint HLA is considerably more sophisticated than DIS. For example attributes of distributed objects may be controlled by different simulators. From the standpoint of the supporting network the primary difference between HLA and DIS is that HLA does not call for redundant transmission of object attributes; instead it specifies a "Run Time Infrastructure" (RTI) that is responsible to transmit data reliably, and may choose to do so by various means including redundant transmission using best effort protocols. It is reasonable to say that any network that can meet the needs of DIS can support HLA by DIS-like redundant transmission, however this approach ignores the possibility that under HLA some mixture of redundant and reliable transmission can make significantly better use of network resources than is possible using DIS. While HLA, like DIS, does not specify use of a multicasting network, it has similar requirements for many- to-many transmission of object attributes at rates in excess of one update per object per second that cannot be met without multicasting. Further, HLA calls for transmission of semantically organized data (for example, groups of objects with similar capabilities such as tanks or aircraft) in this many-to-many context. One solution that has been employed to deal with these challenges is to aggregate the contents of many multicast groups into a single multicast transmission [PuWh95, CSTH95]. Termed "dual-mode" or "bi- level" multicast, this approach takes advantage of the fact that although the amount of traffic in any particular multicast group can vary greatly, the aggregate of all transmissions is bounded. If the traffic is all aggregated into one large flow, an underlying ATM network can create multicast SVCs with acceptable QoS to support the requirement. It also bounds the network control problem of group joins, in that the joins take place among dedicated collections of routers and across the dedicated SVCs, rather than contending with other LSMAs that may be sharing the same network. But it does this at the cost of adding to the network a new, nonstandard aggregation element that is a hybrid of the Internet and ATM protocols. We address below the requirement to achieve such a result using a purely IP network with aggregated reservation via RSVP. The defense distributed simulation community has created a number of multicast-capable networks for various simulated exercises, ranging from tens to hundreds of simulated objects distributed across numbers of sites ranging from two to twenty. As the number of objects has increased they have found that building multicasting networks potentially supporting thousands of simultaneous multicast groups with large group change rates is a hard problem. This defense problem is the precursor of similar problems that can be expected inPullen Informational [Page 3]RFC 2502 Limitations of Internet Protocol Suite February 1999 commercial networks. Therefore the following sections describe the services required and the shortcomings that have been found in using today's Internet protocols in providing these services, with the intention of informing the IETF to enable it to produce protocols that meet the needs in these areas.2. Distributed Simulation (DIS and HLA) network service requirements. a. real-time packet delivery, with low packet loss (less than 2%), predictable latency on the order of a few hundred milliseconds, after buffering to account for jitter (variation of latency) such that less than 2% of packets fail to arrive within the specified latency, in a shared network b. multicasting with thousands of multicast groups that can support join latencies of less than one second, at rates of hundreds of joins per second c. multicasting using a many-to-many paradigm in which 90% or more of the group members act as receivers and senders within any given multicast group d. support for resource reservation; because of the impracticality of over-provisioning the WAN and the LAN for large distributed simulations, it is important to be able to reserve an overall capacity that can be dynamically allocated among the multicast groups e. support for a mixture of best-effort and reliable low-latency multicast transport, where best-effort predominates in the mixture, and the participants in the reliable multicast may be distributed across any portion of the network f. support for secure networking, in the form of per-packet encryption and authentication needed for classified military simulations3. Internet Protocol Suite facilities needed and not yet available for large-scale distributed simulation in shared networks: These derive from the need for real-time multicast with established quality of service in a shared network. (Implementation questions are not included in this discussion. For example, it is not clear that implementations of IP multicast exist that will support the required scale of multicast group changes for LSMA, but that appears to be a question of implementation, not a limitation of IP multicast.)Pullen Informational [Page 4]RFC 2502 Limitations of Internet Protocol Suite February 19993.1 Large-scale resource reservation in shared networks The Resource reSerVation Protocol (RSVP) is aimed at providing setup and flow-based information for managing information flows at pre- committed performance levels. This capability is generally seen as needed in real-time systems such as the HLA RTI. Concerns have been raised about the scalability of RSVP, and also about its ability to support highly dynamic flow control changes. In terms of existing RTI capabilities, the requirement in LSMA is for rapid change of group membership, not for rapid change of group reservations. This is because in existing RTIs the aggregate requirement for all groups in a large scale distributed simulation is static. However the current RSVP draft standard for LSMA does not support aggregation of reservation resources for groups of flows and therefore does not meet the needs of existing RTIs. Moreover, there is at least one RTI development underway that intends to use individual, dynamic reservations for large numbers of groups, and therefore will require a dynamic resource reservation capability that scales to thousands of multicast groups. Further, RSVP provides support only for communicating specifications of the required information flows between simulators and the network, and within the network. Distributing routing information among the routers within the network is a different function altogether, performed by routing protocols such as Multicast Open Shortest Path First (MOSPF). In order to provide effective resource reservation in a large shared network function, it may be necessary to have a routing protocol that determines paths through the network within the context of a quality of service requirement. An example is the proposed Quality Of Service Path First (QOSPF) routing protocol [ZSSC97]. Unfortunately the requirement for resource-sensitive routing will be difficult to define before LSMA networks are deployed with RSVP.3.2 IP multicast that is capable of taking advantage of all common link layer protocols (in particular, ATM) Multicast takes advantage of the efficiency obtained when the network can recognize and replicate information packets that are destined to a group of locations. Under these circumstances, the network can take on the job of providing duplicate copies to all destinations, thereby greatly reducing the amount of information flowing into and through the network. When IP multicast operates over Ethernet, IP multicast packets are transmitted once and received by all receivers using Ethernet-layer multicast addressing, avoiding replication of packets. However, with wide-area Asynchronous Transfer Mode (ATM), the ability to takePullen Informational [Page 5]RFC 2502 Limitations of Internet Protocol Suite February 1999 advantage of data link layer multicast capability is not yet available beyond a single Logical IP Subnet (LIS). This appears to be due to the fact that (1) the switching models of IP and ATM are sufficiently different that this capability will require a rather complex solution, and (2) there has been no clear application requirement for IP multicast over ATM multicast that provides for packet replication across multiple LIS. Distributed simulation is an application with such a requirement.3.3 Hybrid transmission of best-effort and reliable multicast In general the Internet protocol suite uses the Transmission Control Protocol (TCP) for reliable end-to-end transport, and the User Datagram Protocol (UDP) for best-effort end-to-end transport, including all multicast transport services. The design of TCP is only capable of unicast transmission. Recently the IETF has seen proposals for several reliable multicast transport protocols (see [Mont97] for a summary). A general issue with reliable transport for multicast is the congestion problem associated with delivery acknowledgments, which has made real-time reliable multicast transport infeasible to date. Of the roughly 15 attempts to develop a reliable multicast transport, all have shown to have some problem relating to positive receipt acknowledgments
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