Showing posts with label scalability. Show all posts
Showing posts with label scalability. Show all posts

A deep dive into WebRTC topology

There are many prior articles on the web about the WebRTC media path topology in a multiparty scenario. Those usually cover the basic topology of full-mesh and centralized, including MCU and SFU. 

In practice, conferencing systems often exhibit complex topologies beyond this basic view. For example cascaded servers can scale to a much larger meeting or live streaming, especially when participants are geographically distributed and clustered. Separate topology for audio vs. video media paths may enable easy integration and interoperation with telephone and VoIP systems.

In this article [Open as PDF], I take a deep dive into WebRTC media path topology — understanding the benefits and tradeoffs of various alternatives — including, but also beyond, the simplified view of full mesh, MCU and SFU.

What are endpoint driven communication systems?

A lot of my work in the past decade has focussed on endpoint driven systems, e.g., peer-to-peer Internet telephony (P2P-SIP) [1,2] for inherent scalability/robustness, Rich Internet Applications for web video conferencing [3,4], and more recently, resource-based software architecture [5,6]. In this article, I emphasize the importance of such systems, and differentiate them from other system architectures in the context of real-time communication.

Scalability vs Performance

I have been reading articles on scalability and performance. This article summarizes some of my understanding about this topic.

Scalability is the ability to scale the system to higher load. Performance determines the throughput of the system under load [1]. In theory, scalability and performance are orthogonal; you can handle higher load either by scaling the system or by improving the performance of individual components of the system. In practice, scaling and performance improvement are used together to improve the overall system.

Suppose a single machine can handle a load of N. If it is possible to handle 2N load by adding another machine, or kN load by adding another k-1 machines, then the application is designed to be scalable. On the other hand, you can always try to optimize your application or buy more expensive hardware to make your application handle 2N load in the single machine. Clearly there is a limit to the performance gain on a single machine. Also, for the same amount of overall improvement, typically scaling the system by adding redundancy is much cheaper than improving the performance of single machine by optimization or buying more expensive hardware.

This seems to indicate that scaling should always be preferred. Unfortunately the problem is that designing your application for scalability is not trivial. As an example, Google AppEngine (GAE) is designed to be scalable, but not necessarily high-performance [2]. On the other hand, rational database such as MySQL can be optimized for high-performance, but designing your application to scale with MySQL is a challenge. In most web applications, typically the database server eventually becomes a bottleneck at high load. On the other hand Google's Bigtable is designed to be scalable. The tradeoff is that GAE API does not allow many relational database features such as join and hence requires the programmers to learn a new way of data storage and access.

Horizontal scalability refers to adding more machines to handle the load, whereas vertical scalability (which we call high-performance) refers to adding hardware components in existing machines such as more memory or better CPU to handle higher load [3].

High Scalability Techniques
Partitioning the data is most common scalability technique. It allows you to distribute different partitions on different servers. Consistent hashing has been used in distributed hash tables and distributed server farm to assist partitioning and replication of data in the presence of high churn when machines come and go frequently.

Stateless servers are much more scalable than stateful, because stateful servers may need to communicate with each other or share state which limits the scalability. Web servers and SIP proxy servers are easy to make stateless, whereas conference servers, presence servers or gateways are difficult to make stateless. Many applications too require stateful processing at the server, e.g., web applications that need stateful database storage. This concept can be used together with partitioning to build a two-stage server farm where first stage stateless servers just do load balancing whereas second stage stateful servers work on a small data partition. Unfortunately, some applications such as presence or publish-subscribe are too complex for easy data partition.

High Performance Techniques
The C10K problem [4] talks about the typical web server limitation of only about ten thousand simultaneous connections due to operating system and software constraints, and presents several references to improve the performance. The usual software performance bottlenecks are data copies, context switches, memory allocation and lock contention. Various techniques to handle these problems are summarized in [5].

Asynchronous and non-blocking IO are commonly used to convert blocking/synchronous methods to event-based. Although asynchronous and non-blocking refer to almost the same thing, there are certain crucial differences in the API [6]. Non-blocking refers to making your methods not block and hence return immediately, e.g., with an error code indicating that the method is not complete. Typically, additional method is available to know the state of the IO. For example, socket API allows non-blocking mode, and can use select to check the state of the socket, whether read or write can be done or not. Thus, the application program has full control of when the read is done and in which thread/stack. On the other hand, asynchronous API are more event-based, where the application registers a method handler for an event, and the system calls the method when that event occurs from within the system thread, or posts that event to the main application's handler loop.

A well known topic of debate is whether event-based or threads are more suitable for high performance servers? Theoretically, both are equivalent with non-preemptive threads and co-operative multi-tasking. But in practice due to the way threads are implemented and resources needed by threads, event-based systems have performed better on single CPU machines. Unfortunately, pure event-based systems are difficult to take advantage of multi-CPU hardware.

Thread-pool and process-pool have been used to improve the system performance and take advantage of multi-CPU hardware. Both multi-process and multi-thread systems have been built in practice. The advantage of multi-process implementation is that multiple processes can listen for incoming connections on the same socket, whereas in multi-thread implementation only one thread can be listening on a socket. The problem in multi-process implementation is that it needs explicit inter-process communication using message passing or shared memory, whereas in multi-thread implementation it is easy to use global variables with mutex and conditions to share state. With respect to event-based systems, there are two design patterns: a reactor pattern allows the application to register for "ready" event and perform the read operation when event is received; a proactor pattern allows the application to register for "complete" event and receives the incoming data along with the read event [7].

The thundering herd problem in OS is that when an IO event is received all the waiting threads are woken up. But only one thread will handle the event and others will go back to sleep. This wastes CPU cycles. The problem and a solution is proposed in [8].

For a high-performance server implementation, general consensus is to always use non-blocking IO, and use thread or process pool with minimum number of threads/processes. The idea is that there should be one-thread/process per CPU. This paper [9] describes a SIP server architecture which can maintain few hundred thousand active TCP connections. For pure network IO it is possible to always use non-blocking IO on commodity hardware, whereas for disk IO it is not so easy. Hence, thread-pool model with worker threads to wait on disk IO completion have been used with success in the past.

Distributed Systems Development: Client vs Server

In this article I compare the distributed systems development for client vs server. When you start implementing a distributed system such as a client or server for some protocol, the basic functionality is easy to implement. But to make your software usable in real world, the client or server specific considerations take a lot of time. This article tells you how to build good quality distributed systems: client or server.

Client

Considerations: Auto-configuration, IP address change detection, NAT and firewall traversal, robustness against failures, adapt to network condition, consistent user interface and view, command line vs user interface, guaranteed security, idle and sleep detection, responsiveness of user interface, redundant connections to servers, keep-alive, caching, analytics.

Examples: Firefox browser, Skype, Gtalk

Description: A client should automatically configure as much as possible, e.g., network IP, hostname, username, machine type, etc., from system. If the client relies on local IP address, it should automatically detect any change in IP address. For example, a SIP client should re-register the new IP address as contact if there is a change. NAT and firewall traversal is one annoying reality on the Internet. Most often an HTTP based client works out of the box because most networks are permissive of HTTP and HTTPS. However, if you are building any other client such as IM and chat, VoIP or media recording, then there is some network in some enterprise which will block your connection. Most protocols have an alternative to perform NAT and firewall traversal. For example, RTMP has RTMPT, XMPP can work on BOSH, and SIP uses bunch of techniques.

A client should be able to adapt to any network condition. This not only applies to the network topology and filtering, but also to the bandwidth and quality. A VoIP client should automatically adapt to lower quality codec if it detects lower end-to-end bandwidth. Bandwidth detection and adaption should be a continuous process instead of performing only at the beginning. If you need to connect to a server, and there are many distributed servers, the client could periodically detect a list of closest servers, and connect to one or more of the closest servers in network proximity. Where network proximity is determined by network distance or delay and jitter. This allows your client to handle geographic distribution. If you have multiple redundant servers, you client should be able to failover in case one server fails. A better approach could be to keep persistent connections to two servers, so that failover latency is minimized. The automatic configuration, detection and adaption of various network and system conditions is one of the most crucial property of successful peer-to-peer clients such as Skype. Some clients need detection of idle or sleep behavior, e.g., to update your presence status. If the user puts the system on sleep (or standby) then your software may not get any chance to communicate to the server about the status. In such cases, your protocol or server should be robust in detecting idle clients.

A client is a user facing software. The responsiveness of the client user interface distinguishes a good software from an average one. For example, if the client doesn't get a server response within 200 ms, it can automatically inform the user via an hour glass or rolling wheel indication. If your GUI becomes unresponsive while it is "processing" instead of giving an indication, then user is likely to get annoyed or make mistakes clicking on the same button multiple times. You should always use event-based system for your user interface, instead of synchronous processing especially if it can block. Caching can be used if needed to speed up your performance. For example, instead of fetching the user list to display in your client every time you switch to the user list view, you can cache it and display a cached copy. Periodically, refresh your local cache with the actual data or from server. Caching is also useful in other places where client-server communication becomes overloaded.

Command line clients are becoming less common these days. But such clients are more powerful in some scenarios. Consider whether a command line alternative is useful and feasible as well. Finally, a guarantee on security is a must for the Internet client applications. Most application protocols define secure communication, e.g., over TLS/SSL, S/MIME, etc. Your client should have an option to go completely secure and encrypted.

In summary, a good client software is one which can do one thing that it is meant for. You may add many new features, but how you do the essential function is what will make your client useful and popular. Consider using analytics in finding which feature is gaining popularity, or which feature is no longer used. A software is like a human body. If you don't do exercise to remove body fat -- remove unused pieces and re-factor periodically -- you will become too fat, slow and useless. This is more important for client facing software, because client behavior keeps changing and what you used last year may not be the same client this year.

Server

Considerations: Easy configuration, logging, vertical and horizontal scalability, robustness and automatic failover, auto loading of configuration changes, connectivity to different backends, programmability, event based but multi-threaded, use multi-core CPUs, memory usage optimization, management console, command line control, activity monitoring, admission control for quality, stateless vs stateful, replication of critical data, partitioning of data for scalability, caching, keep-alive for crash detection of server, detection of idle or unresponsive clients.

Examples: Apache web server, ejabberd, SIP express router
Anti-example: Tomcat, Flash Media Server

Description: A server should have explicit, easy and extensive configuration option so that it can be deployed on variety of different scenarios, e.g., Apache config file. Note that when it comes to configuration: explicit is better than implicit, easy is better than complex. Another important feature of the server is being able to load the configuration changes without having to kill the server. For example, Tomcat automatically detects new war files and re-deploys the applications. Apache web server can be made to re-read the configuration using Unix signal. Some servers take the configuration to an extreme by defining an easy to use script that controls the server behavior. For example SIP express router defines a perl-like programming script to handle incoming request, forward to telephony gateway or perform authentication. Such fine grained configuration allows deploying the server in variety of different environments -- from personal use to enterprise or carrier deployments. On the other hand, I find J2EE model of defining services and classes in XML configuration files hard to use. Even though the configuration is done by configuration file or script, a easy to use web based management console gives a clean interface to the server control and monitoring.

Easy to use and configurable logging is another crucial piece of server software. A server log is typically the first place you go when you detect a problem. There is a tradeoff between extensive logging vs selective logging. I prefer extensive logging with selective viewing. Also I prefer accessing log from command line using "tail -f logfile.log" instead of the variety of web based log viewers.

Scalability and robustness are part of good server design. There are many other articles and web site dedicated to discussion on this, e.g., highscalability.com. There are several techniques such as event based thread pool, connectivity to different backends, bi-directional master-slave databases, replication of critical data, in-memory distributed cache such as memcache, partitioning of data, two-stage load sharing architecture, and use of servers from different vendors for robustness against security exploits. The server should prefer stateless operations. It should be able to detect unresponsive clients in case of stateful sessions, e.g., by periodically sending keep-alives. Note that a server initiated keep-alive is more robust than a client-initiated for distributed applications. For example, in client initiated keep-alive, if client1's keep-alive fails, client1 assumes it is disconnected, but client2 doesn't know that client1 is disconnected; whereas in server-initiated keep-alive, once the server detects that client1 is disconnected, it can inform other related clients about it.

The server should use the available resources in the best possible way. Typically memory, CPU and bandwidth are the critical resources. Some form of activity monitor should detect the resource usage by the server and inform the concerned IT person in case of abnormal behavior. This could be because of memory leak in the server or some security attack from malicious systems. Obviously the implementers should strive to fix any memory leaks. Another useful behavior by the server is to do admission control based on available resources. For example, if the server detects that it is using 90% of its bandwidth, then it should not admin a new media streaming client, of if it detects it is CPU is fully utilized, it should reject new requests with appropriate error response, so that client retries with exponential back-off timeouts. In a distributed server farm, the servers should be able to not only automatically configure based on configuration of other servers, but also detect overload on and share load from other servers in the farm. For example, a self organizing server can detect other servers in the farm, and automatically assume load sharing and/or secondary server responsibility.

In summary, configuration, scalability and robustness form the core of a good server implementation.

Reliability and scalability in P2P-SIP

In this article I list the important definitions that contribute to reliability and scalability of distributed systems, especially P2P-SIP. Scalability is defined as the ease with which a system can handle growth of demand (load, users, requests, etc.), and reliability is defined as the ease with which a system handles failure or loss (fault tolerant, availability).

Stateless: The amount of state stored in each networked component limits the scalability (as well as robustness). A truly stateless protocol or service does not need to store any state in the system. At the application level, a session oriented protocol such as RTSP or RTMP is stateful, whereas HTTP is stateless which can be made stateful using session cookies. At the transport level, TCP is stateful whereas UDP is stateless. SIP networked components come in several flavors: stateless, transaction stateful and session stateful. A stateful component has limited scalability not because of storage requirement of the state, but due to matching of a new request against the existing states -- this requires exclusive or read-write-locked access to shared resources and hence is slow. On the other hand a stateless request has all the information that is needed for handling that request. Secondly, a stateful component has limited reliability because if the component fails the state is lost and must be re-established, e.g., using new SIP transaction or new HTTP authentication. If you must use stateful component, then some form of distributed or replicated shared state is desirable.

Partitioning: Data or service partitioning among multiple machines helps in reducing load on each machine. A naive approach of using a hash function 'H(data.key) mod N' works for distributing data based on the lookup key among N identical and robust servers. However, the hashing algorithm remaps majority of the data if N changes -- new server is added or old one fails. On the other hand, consistent hashing using a large hash space, e.g., MD5, maps both data using H(data.key) and machines using id=H(machine.name) in the same identifier space. A machine can then store the data whose keys are close to its own id. This principle is used in several structured P2P algorithms such as Chord, Pastry, CAN, and works especially well with large number of machines with significant amount of churn. Partitioning can be applied to services as well. Partitioning improves system scalability, but comes with an overhead of maintaining the correct partition when machines come and go.

Replication: Replication of data improves its reliability (also known as availability) as well as scalability to some extent. In a simple master-slave replication of data, write is done to the master which replicates the command to the slave, and read can be done from either master or slave servers. With higher failure probability, such as in P2P, you need more number of replicas. With N replica of some data, you can still get the data if N-1 machines holding the replica fail. Replication interacts with partitioning -- you want to keep access to the replica almost as fast as the original data. Typically a machine can replicate the data to its N (typically small, 2-8) neighbors and when the machine fails, the next data query automatically gets to its ex-neighbors. Note that another approach where a different hashing function, e.g., H(i+data.key), is used to store the i'th replica does not work well, because replication comes with an overhead of having the machines to keep the replicas up-to-date.

Redundancy: Replication is an example of redundancy of data. Redundancy can be applied to servers and services as well. A stateless protocol or service helps in easily deploying redundant server nodes. Data redundancy goes beyond simple replication of data object to N places. Suppose a large file is split into M chunks such that only N chunks are needed to reconstruct the original file, N<=M. Assuming that many data sources are fast, this approach not only improves reliability but also performance in terms of how quickly you can download the file. Such techniques are used in P2P file sharing applications, and can be applied to P2P-SIP as well, e.g., for storing video mails or live streaming. Redundancy improves reliability as well as scalability of the system.

Load sharing: Load sharing is one type of redundancy where the load of the system is shared among N redundant machines. Although not required, load sharing typically works in conjunction with partitioning, e.g., in two-stage SIP server farm where the first stage servers forward the requests to the second stage server clusters based on H(data.key). As with redundancy, a stateless protocol or service can be easily shared whereas a stateful system requires more work. P2P systems are inherently load shared among the participating peers. Load sharing improves system scalability.

Iterative vs recursive: Iterative request routing is one where a client sends a request to one destination, receives a response that redirects it to second destination, and so on. Recursive request routing is one where a client sends a request to one node, which sends request to another node, and so on. Iterative vs recursive is also called as redirect vs proxy. Clearly, iterative poses less load on the networked element but more on client, whereas recursive is opposite of that. If scalability of networked element is desired then iterative should be preferred. However, NATs and firewalls make iterative request processing difficult on the Internet. Secondly, the topology, bandwidth and connections among the networked elements sometimes make recursive routing faster and more efficient in practice than iterative. The decision to go iterative vs recursive affects the number of message that needs to be handled as well as the state carried in the message or stored in the networked element. It is easier to incorporate redundancy in iterative mode, since only the client needs to re-try to redundant destinations.

Keep-alive: Network protocols usually have periodic keep-alive messages to ensure connectivity or to detect failures. Stateful Transport protocol such as TCP has built-in keep-alive mechanisms that can be activated using socket API. Application protocols employ some kind of application level keep-alive, e.g., XMPP has an extension to do ping, SIP has session timers. These not only detect failure due to network but also due to server software crash. The keep-alive messages help in improving the reliability of the system by quickly detecting complete or partial failures. Keep-alives are especially important in P2P network because of the large number of network paths that can fail.

Exponential back-off: After a failure has been detected, a reconnection or resend is attempted. The time for such attempts needs to be backed-off exponentially -- if the failure happens at time 0, then send first attempt at t, say t=0.5s, and subsequent ones at 2*t, 4*t, 8*t, and so on, until it reaches a cut-off, say 5 min. After that keep attempting periodically, say, every 5 min. If the failure is transient or one time, then this mechanism quickly reconnects. On the other hand, if the failure is longer term, then it reduces the load and bandwidth for reconnection attempts. SIP uses exponential back-off when sending subsequent requests in the event of failure.

Request-response: Application protocols typically come in two flavors: send-and-forget and request-response. Most signaling and control protocols such as HTTP and SIP follow the request-response architecture. Media streaming protocols such as RTP usually don't send response for every message. A request-response protocol automatically makes the entity sending the request a client and the entity receiving the request a server. The client-server distinction may be on per-transaction basis, e.g., SIP has each endpoint act as user-agent-client and user-agent-server. Similarly, in P2P network every peer acts as both client and server, while there may be some nodes behind NAT that can act only as client. A request-response architecture is needed where reliability of the message delivery is important or when RPC semantics is desired in the protocol.

Redundant connections: Redundant connections are another form of redundancy found in distributed systems. For example, a client may be connected to multiple servers. It periodically pings the server and selects the best server to actually send the request to. If the best server fails, it can fail-over to the next best server. Redundant connections improve both reliability and performance of the system. Redundant connections are also useful with geographically distributed server farms to locate the closest server. The idea is to dynamically adapt instead of having statically configured connections.

Bi-directional master-slave: Master-slave replication is used for data reliability and to improve scalability of read-dominated applications, as mentioned before. In a bi-directional master-slave configuration, both machines act as both master and slave at the same time. Any write to any of the machine gets propagated to the other, and hence any read can be done from any of the machines. This improves scalability for write-dominated applications also, such as SIP server. The bi-directional replication can be extended to more than two machines by incorporating a circular ring topology of replica machines. The bi-directional replication comes with the over head of having to maintain replicas on all the machines, and some way to solve a race condition where two updates to two different machines result in eventual consistency. For certain types of data, such as SIP contact locations of the users, it is possible to achieve such consistency.

Vertical vs horizontal scalability: A lot of time you will hear people talking about vertical vs horizontal scalability. Vertical scalability implies that when the load increases you identify the bottleneck and add a new component (e.g., CPU, memory, disk) to your machine to improve the scalability. Horizontal scalability implies that you design the system such that when the load increases you add another machine in the network to handle the load, e.g., another server in the server farm. P2P systems are horizontally scalable. Clearly vertical scalability has a limit beyond which it may not scale, whereas server farms can scale linearly by partitioning.

Proxy and Cache: Caching improves performance and scalability of the system. DNS has epitomized the concept. Caching is also used in web and media streaming protocols. The idea is to install a cache in an intermediate networked element which uses the cache instead of sending subsequent requests to the actual destination. HTTP is designed to heavily use caching to improve performance and scalability of the servers. Caching a negative response is more challenging since the time-to-live for the cached entry is unknown. On the other hand, real-time communication protocols such as SIP and RTP have limited use for caching in the network. Nevertheless caching of data improves the performance and scalability of the SIP server, e.g., by using in-memory cache of the SIP contact locations instead of reading from the database every time. With caching comes the overhead of maintaining consistency among redundant data.

Crash vs byzantine failure: Crash and byzantine failure are two types of failure models: a crash indicates that the system has stopped working and it may be possible to detect its failure, e.g., using keep-alive; whereas a byzantine failure indicates that the system does not behave consistently as per the agreed protocol or algorithm all the time. Hence, it is very difficult to detect byzantine failures, especially if it is due to malicious intention. Byzantine failure and malicious node problem is especially important in P2P since the peers may not trust each other. Both crash and byzantine failure reduce the reliability of the system. Various mechanisms mentioned in this article help mitigate the crash failure, but do not help much with the byzantine failure.

Readings:
[1] Singh, K. and Schulzrinne, H., "Failover, load sharing and server architecture in SIP telephony", Computer Communication 30, 5 (Mar. 2007), 927-942. DOI= http://dx.doi.org/10.1016/j.comcom.2006.08.037 [Author's copy]
[2] K.Singh, "Reliable, scalable and interoperable Internet telephony", PhD Thesis, Computer Science Department, Columbia University, New York, NY 10027, June, 2006.

Why does client-server video conference fail?

I analyze some problems in client-server communication for multi-party video conferencing.

Audio communication differs from video in two important ways: (1) usually in a conference only one person is speaking at any time whereas everyone's video is on, (2) audio codecs are usually fixed bit-rate whereas video codecs adjust bit-rate based on various parameters such as available network bandwidth and desired frame-rate.

Problem 1:
In a client server mode, because video coming from one participant needs to be distributed to all the other participants, the bandwidth and processing requirement at the server can be higher; unlike audio where usually only one person is speaking. Secondly, the downstream video bandwidth requirement at the client increases with the number of participants in a conference. In an N-party conference, each client will have usually one outbound audio stream, one inbound audio stream, one outbound video stream and N-1 inbound video streams. Note that this problem is worse for peer-to-peer (P2P) video conference, where everyone is sending video stream to everyone else: in which case there are N-1 inbound and N-1 outbound video streams at each client. For asymmetric network access (ADSL or Cable), where upstream bandwidth is lower than downstream, this causes early saturation in outbound network bandwidth. Shutting down video stream or reducing the video quality while a person is not speaking saves some bandwidth especially for speaker mode conferences.

Problem 2:
Second point of difference is that audio is usually encoded using fixed bit-rate codec whereas video bit-rate is adjusted based on several parameters such as available network bandwidth, desired quality and frame-rate. In a client-server environment most implementations use the client-to-server network quality information to decide what bit-rate to use for client's video encoding. Consider a two party client-server conference, where first client is closer to the server hence has lower latency. The first client decides to use high quality high bitrate video encoding. On the other hand the second client decides to use low quality low bitrate video encoding. This asymmetry causes the first client to receive poor quality video whereas the second client's downstream link gets congested with high bitrate video. The problem is further aggravated if in a multi-party conference there is only one participant on poor quality network. The problem is caused because we use client-server network latency metric instead of end-to-end network latency metric in deciding the video encoding bitrate.

Problem 3:
Sometimes, the conference server imposes bitrate control to limit the traffic towards a low bandwidth client. However, for efficiency reason the server doesn't re-encode the video packets. Instead, it just drops non-Intra frames if there is not enough bandwidth. This causes marginal to no improvement primarily because Intra frames are several times bigger than other frames. Secondly, it causes choppy video which further degrades the experience. The layered encoding in MPEG solves this problem.

Problem 4:
Larger video packets may not traverse end-to-end over UDP. An encoded audio packet is usually small, of the order of 10-80 bytes per 20 ms. On the other hand an intra-frame video packet size can be much larger, say 1000-10000 bytes. When media packets are sent over UDP, and the packet size is large, there is high probability of getting the packet dropped. This is because of the MTU restriction and middle-boxes (NAT and firewall) in the media path. An UDP packet of size larger than MTU (typically approx 1300-1400 bytes) gets fragmented at the IP layer such that subsequent fragments after the first one do not have the UDP header information (such as source and destination port numbers). A port inspecting NAT or firewall that doesn't handle fragmentation correctly may drop such subsequent fragments, causing loss of the whole UDP packet at the receiver end. Thus, video over UDP has to take care of additional fragmentation and reassembly, and/or discovery of path MTU in the application layer.

Problem 5:
The server may allow video over UDP as well as TCP from the clients, typically to support NAT and firewall traversal. If some clients are over TCP and others over UDP, then the server also needs to proxy packets from one to other. If the client over TCP assumes ordered packet delivery, then the server will also need to do buffering, packet re-ordering and delay adjustment, which further adds to the implementation complexity of the server. The problem is not that visible for audio beyond a glitch in sound, whereas for video the view may get completely corrupted until the next Intra frame.

Problem 6:
A slightly related problem is when the conference server does audio mixing but video forwarding. In this case, the server must perform delay adjustment, packet re-ordering, and buffering for the audio path. However, for efficiency reason it may blindly forward the video packets among the participants. Thus the synchronization information between the audio and video gets lost, and performing lip synchronization at the receiving client becomes a challenge. A correct implementation of the server should act as an RTP mixer, i.e., include the contributing source information in the mixed audio stream, and distribute RTCP information to all that participants for synchronization. (How to do this if each audio call leg is a separate RTP session?)

Some of these problems (2,3,5,6) can be solved to some extent by using peer-to-peer video conferencing.

Asynchronous Internet Programming

Programming an Internet application requires several asynchronous events such as network events, file I/O, timers and user interactions. In this article I walk through some existing design patterns for asynchronous programming.

Most programmers think synchronously, i.e., in a single control flow. For example, in a web server implementation, a socket is opened for listening, and when an incoming connection is received it accepts the connection, receives the request, and responds to the client. There are several steps in this flow that can block, e.g., waiting for incoming connection or incoming request. If a resource such as thread or process is blocking, it causes inefficiency in the overall system design. For example, if one thread is blocked serving a request from one client, another thread needs to be created to serve request from another client. Creating a thread-per-request causes too many thread creation and deletion in the system when the request-per-minute load increases.

Event handlers:
The first approach is to break your program into smaller chunks such that each chuck is non-blocking. Then use a event queue to schedule these chunks. The earlier windows programming (WinProc) falls under this category. The main loop just listens for the events on an event queue. When a user input is received such as mouse movement, click or keyboard input, a event is dispatched to the event queue. The event handlers installed in the program handle the events, and may post additional events in the queue. External events such as socket input can also be linked to this event queue. One problem with this design is that several event handlers need to share state (hence global variables) which results in complex software.

while not queue.empty():
msg = queue.remove(0)
dispatch(msg) # calls the event handler for msg

Some event-driven programming languages such as Flash ActionScript enforces this event handler design practice coupled with object-oriented design. Typically, in ActionScript, individual object has event queue and can dispatch events, instead of exposing a global event queue to the programmer. An object can listen for events from another object, e.g., a controller program can listen for click event on the button, and handle it appropriately. Thus, there can be some data hiding, information separation, and better software design using event handlers. In other languages (C++) libraries such as Poco that facilitate event driven object oriented programming. Nevertheless, one problem with this design is that logically similar source code needs to be split across different functions and methods, and sometimes different classes. For example, a timer event handler defined as a separate function from the timer initialization code.

button.addEventListener('click', clickHandler);
...
function clickHandler(event:Event):void {
...
}


Inline Closures:
Java as well as ActionScript solve this problem using inline closures. In particular, you can define event handlers inline within a method definition, thus keeping the logically similar code together in your program file. However, this is not always possible, e.g., if the same timer needs to be started from several places in the code. In this case, it does make sense to keep the timer handler as a separate method.

timer.addEventListener('timer', function(event:TimerEvent):void {
... // process timer event
}


Deferred Object:
Twisted Framework solves this problem using the Deferred Object pattern. The idea is as follows: instead of breaking the control flow source code every time a blocking operation occurs, the source code is broken when the result of the blocking operation is needed. This makes a lot of difference in programming, and makes the software cleaner. For example, earlier when a socket connection was initiated we needed to install an event handler for the success and failure result and perform the rest of the processing in those event handlers. Now, using the Deferred Object pattern, the socket.connect returns a deferred object, which is used in the same control flow as if it were a result of the connect method. The result object can be passed around elsewhere like a regular object. Only when we need to do something on completion of the connection, we wait on the result object'. This can be done either synchronously using result.wait() or asynchronously by installing a success and error callbacks. Provisions are there to allow one deferred object to wait on result of another deferred object before proceeding. An example follows:

result = socket.connect(...)
result.wait()
if result:
... # connection successful


Co-operative multitasking:
Python's multitask module allows cleaner source code by taking advantage of co-operative multitasking. The idea is to build application level threads of control which co-operate during blocking using the built-in yield method. A global scheduler runs in the main application. I find this to be the most clean design in my programming. An example follows.

data, addr = yield multitask.recvfrom(socket, ...)
yield multitask.sendto('response', addr)


One major problem with these approaches is that because of the inherent underlying single event queue software architecture, we cannot take advantage of multi-processor CPU architecture easily. Thus, we must use multi-threaded design in our software. Most of the earlier designs can be extended to multi-threaded application with some care. For example, one can run multiple global event loops listening on a single shared and locked event queue or one event-queue per thread where the dispatcher schedules it to the appropriate thread's queue. Clearly, the first one is more efficient from a queuing theory perspective. Care must be taken to lock the critical section in event handlers, or control flow that may get accessed from different threads at the same time.

Consequently, we get several multi-threaded designs: thread-per-request, thread-pool, two-stage thread-pool, etc. The performance comparison of these designs in the context of a SIP server is shown in my paper titled Failover, Load Sharing and Server Architecture in SIP Telephony, Sec 6.

memcached

Recently I got a chance to look at memcached a distributed in-memory cache.

There are two ways of scaling databases: (1) replicating with master-slave such that reads can be done from any slave database whereas writes needs to be done in master, and (2) distributing the data among segments such that accessing a data needs to access only a particular segment instead of the whole database. The first technique doesn't work well for scaling SIP-related contact data, because number of writes (login/logout, presence updates) are significant compared to number of reads (call routing, IM delivery). Distributing the data among segments has been done before, and my thesis also describes it in the context of SIP telephony.

The memcached system uses this second technique, hence has much better performance in certain cases. It is targeted towards web applications that generate dynamic web content by accessing the database at the back-end. One could run memcached on several servers, potentially co-located with the web servers in the server farm. The dynamic web service (e.g., written in PHP) is then modified to first look in the cache, and if not found then query the actual database (and update the cache as well). The cache provides a distribute hash-table (DHT) interface.

When the data is updated in the cache, it gets stored in the appropriate memcached instance based on some hash of the data key. When a query is done, that instance is queried for the data. Each cache instance can be configured with a limit of memory size, typically 1-3GB based on the available memory in the system. The distributed nature of the cache allows you to linearly scale the cache by just adding more instances of the cache on different machines.

At first glance this looks very promising for use in a P2P-SIP application. However, there are some serious limitation. Although memcached has built-in hashing mechanism for data storage, there is no automatic replication of data (hence no fail-over), the hashing needs to be implemented by the client itself (hence no recursive queries). In particular, memcached implements only one part of a full P2P data storage application such as OpenDHT. Because of this limitation, it cannot be used effectively for P2P-SIP client implementations without adding a lot of additional software. Nevertheless, memcached can potentially be used for P2P-SIP proxy server farm.

As a new project idea, it would be interesting to try to use memcached in openser SIP proxy server to readily build a P2P SIP server farm without much overhead! If you are project student willing to work on this, I will be happy to mentor you.