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A Service Platform for Development,
 Deployment and Runtime Management
     of Real-Time Online Services

                     Dominik Meiländer and Sergei Gorlatch

                           University of Muenster, Germany




24th February 2012             S-Cube Industry Workshop, Thales
S-Cube Virtual Campus
 Relevant Knowledge Model terms:
   – Software Engineering Life-Cycle
   – Service Adaptation
   – Grid & Cloud Computing

 Relevant learning packages in Virtual Campus
   – JRA-1.1: Designing and Migrating Service-Based Applications
   – JRA-1.2: Adaptation and Evolution of Service Based Applications
   – JRA-2.3: Service Infrastructure Management



     The research leading to these results has received funding from S-Cube,
     the European Network of Excellence in Software Services and Systems.
Real-Time Online Interactive Apps (ROIA)
Real-Time Online Interactive Applications (ROIA), e.g., online games or interactive
e-learning, are large-scale Internet apps with challenging requirements:
 Huge number of concurrent users in a single application instance
   (e.g., more than 40.000 simultaneous participants in Eve Online)
 Very high update rate of the app state (up to 100 Hz)
 Short response time to user actions (0.1 – 1.5 ms)
 Variable user load, daytime-dependent




                                                                              3 / 17
ROIA Development and Provision




                     Clients                              Clients
Current ROIA development:
 Choose a distribution/parallelization concept
 Create & maintain a customized run-time monitoring/controlling
 Implement trust and security (authentication, authorization, ...)
 Optimize for low-bandwidth and high-latency connections

           RTF liberates developer from these cumbersome tasks…
                                                                      4 / 17
The Real-Time Framework (RTF)




RTF is a high-level development API & runtime environment that enables:
 Simplified app. development via parallelization and distribution techniques.
 Hiding and optimizing communication & synchronization (sockets in C++).
 Scalable and seamless use of resources (servers).
 Service adaptation and QoS for a changing user demand.

                                                                                 5 / 17
Real-Time Application Loop

A model for application execution: Real-Time Loop
 Operated with high frequency (5-100Hz), in real time




1. Transfer user actions from the clients, receive in the server
2. Process the new game state: apply app logic, move entities
3. Transfer the app state update to the clients

                                                                   6 / 17
Distributing the App State for Parallelism

 RTF supports a variety of application state distributions and allows the developer
  to combine different distributions

                Game World                                                       Game World



                                                       Single
                                                    Game Server

                Game Entities (Avatars, NPCs, items)



            Basic Single Server                                     Multi-Server Zoning


                                                                           Game World

                      [..]       instance           [..]
                                  servers
               [..]                          [..]                          shadow entity

                                                                            active entity




         Multi-Server Instancing                                  Multi-Server Replication
                                                                                              7 / 17
Combining the Distribution Concepts




 RTF supports all three distribution concepts and their combinations
 Developer’s task: define zones and their possible replication
 RTF’s role: automatically manages distribution, parallel computation of entities
  and all necessary communications
    – (re)assignment of zones to the servers during runtime in a seamless way for
      the developer, e.g., because of overload
    – management related tasks, e.g. gathering of monitoring data

                                                                               8 / 17
A Demonstration of RTF




                         9 / 17
Case Study: RTF Integration in Quake III

 Quake III: Popular commercial FPS game
   – Fully fledged, fast-paced game
   – Hand-optimized for high performance
     and low network traffic

 Limitation of Quake III: does not scale


 Solution: RTF’s support for scalability
   – RTF replaced the network module
      of the Quake III game engine
   – Quake III was modified for multiple servers
      using RTF’s support for replication

 Experimental Results:
   – In-game response time with RTF is nearly
     equal to the original implementation
   – RTF can scale Quake III (next slide)
ROIA Development and Adaptation
along the S-Cube Lifecycle Model

Two coexisting cycles support each other during application lifetime
 Evolution (right cycle):
   – Design-time iteration cycle, supporting long-term changes due to, e.g.,
      changing user preferences, continuous adaptation actions
   – Targeted by RTF
 Adaptation (left cycle):
   – Runtime cycle addressing adaptation to support short-term changes, e.g.,
      daytime-dependent user load
   – Targeted by our novel
      RTF-RMS (Resource
      Management System)
      addressing ROIA adaptation
      on Clouds (next slide)
ROIA on Clouds
 ROIA benefit from using Clouds/Infrastructure-as-a-Service (IaaS ):
   – Choosing optimal hardware for particular ROIA
   – Distribution of ROIA processing on arbitrary number of resources
   – Dynamic adaptation of ROIA sessions
   – Efficient and economic resource usage

 State-of-the-art:
   – Cloud platforms offer adaptation services based on generic system
      information (e.g., CPU load, bandwidth, etc.)
   – Open challenge: Adaptation mechanisms taking into account application-
      specific monitoring information & real-time communication QoS

 Our RTF-RMS (Resource Management System) provides:
   1. Cloud resource allocation: addressing specific challenges on Cloud like
       startup times, static leasing periods, etc.
   2. ROIA adaptation on Clouds: addressing real-time QoS requirements of
       ROIA

 RTF-RMS is built on top of the Real-Time Framework (RTF)
                                                                           12 / 17
RTF-RMS: Resource Allocation

Cloud resource allocation in RTF-RMS addresses the following challenges:
 Startup time optimization: Cloud resources are started in advance and stored in the
  Resource Buffer
 Utilization of static leasing periods: dispensable resources are stored in the
  Resource Buffer until they are demanded again or their leasing period finishes
 Minimizing cost-overhead: analytical model for Resource Buffer size




                                                                               13 / 17
RTF-RMS: Adaptation

RTF-RMS implements adaptation according to the S-Cube Lifecycle Model:
1. Operation & Management: receive monitoring values from RTF
2. Identify adaptation need: check monitoring data against trigger rules
3. Identify adaptation strategy: choose among four different adaptation strategies
4. Enact adaptation: enact the chosen adaptation strategy using RTF




                                                                              14 / 17
RTF-RMS: Adaptation Strategies

 RTF-RMS chooses between the following four adaptation strategies:
  1. User migration: client connections are
     switched seamlessly between two application
     servers replicating the same zone
  2. Replication enactment: new servers are
     added to provide more computation power to a
     highly frequented zone by replicating it
  3. Resource substitution: running resources are
     substituted by more powerful resources
  4. Remove resource: dispensable resources are    Replication: a single zone is processed
     removed                                           by multiple application servers




                                                                                    15 / 17
Identify Adaptation Strategy: Example
 Monitoring data is summarized in zone reports
 Average load is compared with thresholds
   – e.g., addResourceThreshold update rate: 25 Hz




                                                     16 / 17
Experiments
 Experimental setup:
    – Fast-paced 3D online game
    – 260 clients are simulated by bots moving
       randomly & shooting at opponents
    – update rate should be > 25 Hz
 User migration (top picture):
    – Avg. update rate increased from
       25 Hz to ~100 Hz
 Replication enactment (bottom picture):
    – Integration in app processing in ~15 s
    – Without resource buffer: > 130 s
    – Avg. update rate increased from
       > 20 Hz to ~100 Hz
 Result: RTF-RMS adaptation improves QoS
  for a changing number of users




                                                 17 / 17
Industrial Collaborations
 Previous and existing collaboration with industry
   – Spinor Gmbh (Germany): game engines
   – Darkworks (France): video games
   – BMT Cordah Ltd (UK): e-learning/training

 Looking for new industrial scenarios and
  collaborations
    – Interactive training scenarios requiring real-
       time communication
    – High-performance real-time interactive
       simulations




                                                       18 / 17

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A service platform for development deployment and runtime management of real-time online services

  • 1. A Service Platform for Development, Deployment and Runtime Management of Real-Time Online Services Dominik Meiländer and Sergei Gorlatch University of Muenster, Germany 24th February 2012 S-Cube Industry Workshop, Thales
  • 2. S-Cube Virtual Campus  Relevant Knowledge Model terms: – Software Engineering Life-Cycle – Service Adaptation – Grid & Cloud Computing  Relevant learning packages in Virtual Campus – JRA-1.1: Designing and Migrating Service-Based Applications – JRA-1.2: Adaptation and Evolution of Service Based Applications – JRA-2.3: Service Infrastructure Management The research leading to these results has received funding from S-Cube, the European Network of Excellence in Software Services and Systems.
  • 3. Real-Time Online Interactive Apps (ROIA) Real-Time Online Interactive Applications (ROIA), e.g., online games or interactive e-learning, are large-scale Internet apps with challenging requirements:  Huge number of concurrent users in a single application instance (e.g., more than 40.000 simultaneous participants in Eve Online)  Very high update rate of the app state (up to 100 Hz)  Short response time to user actions (0.1 – 1.5 ms)  Variable user load, daytime-dependent 3 / 17
  • 4. ROIA Development and Provision Clients Clients Current ROIA development:  Choose a distribution/parallelization concept  Create & maintain a customized run-time monitoring/controlling  Implement trust and security (authentication, authorization, ...)  Optimize for low-bandwidth and high-latency connections RTF liberates developer from these cumbersome tasks… 4 / 17
  • 5. The Real-Time Framework (RTF) RTF is a high-level development API & runtime environment that enables:  Simplified app. development via parallelization and distribution techniques.  Hiding and optimizing communication & synchronization (sockets in C++).  Scalable and seamless use of resources (servers).  Service adaptation and QoS for a changing user demand. 5 / 17
  • 6. Real-Time Application Loop A model for application execution: Real-Time Loop  Operated with high frequency (5-100Hz), in real time 1. Transfer user actions from the clients, receive in the server 2. Process the new game state: apply app logic, move entities 3. Transfer the app state update to the clients 6 / 17
  • 7. Distributing the App State for Parallelism  RTF supports a variety of application state distributions and allows the developer to combine different distributions Game World Game World Single Game Server Game Entities (Avatars, NPCs, items) Basic Single Server Multi-Server Zoning Game World [..] instance [..] servers [..] [..] shadow entity active entity Multi-Server Instancing Multi-Server Replication 7 / 17
  • 8. Combining the Distribution Concepts  RTF supports all three distribution concepts and their combinations  Developer’s task: define zones and their possible replication  RTF’s role: automatically manages distribution, parallel computation of entities and all necessary communications – (re)assignment of zones to the servers during runtime in a seamless way for the developer, e.g., because of overload – management related tasks, e.g. gathering of monitoring data 8 / 17
  • 9. A Demonstration of RTF 9 / 17
  • 10. Case Study: RTF Integration in Quake III  Quake III: Popular commercial FPS game – Fully fledged, fast-paced game – Hand-optimized for high performance and low network traffic  Limitation of Quake III: does not scale  Solution: RTF’s support for scalability – RTF replaced the network module of the Quake III game engine – Quake III was modified for multiple servers using RTF’s support for replication  Experimental Results: – In-game response time with RTF is nearly equal to the original implementation – RTF can scale Quake III (next slide)
  • 11. ROIA Development and Adaptation along the S-Cube Lifecycle Model Two coexisting cycles support each other during application lifetime  Evolution (right cycle): – Design-time iteration cycle, supporting long-term changes due to, e.g., changing user preferences, continuous adaptation actions – Targeted by RTF  Adaptation (left cycle): – Runtime cycle addressing adaptation to support short-term changes, e.g., daytime-dependent user load – Targeted by our novel RTF-RMS (Resource Management System) addressing ROIA adaptation on Clouds (next slide)
  • 12. ROIA on Clouds  ROIA benefit from using Clouds/Infrastructure-as-a-Service (IaaS ): – Choosing optimal hardware for particular ROIA – Distribution of ROIA processing on arbitrary number of resources – Dynamic adaptation of ROIA sessions – Efficient and economic resource usage  State-of-the-art: – Cloud platforms offer adaptation services based on generic system information (e.g., CPU load, bandwidth, etc.) – Open challenge: Adaptation mechanisms taking into account application- specific monitoring information & real-time communication QoS  Our RTF-RMS (Resource Management System) provides: 1. Cloud resource allocation: addressing specific challenges on Cloud like startup times, static leasing periods, etc. 2. ROIA adaptation on Clouds: addressing real-time QoS requirements of ROIA  RTF-RMS is built on top of the Real-Time Framework (RTF) 12 / 17
  • 13. RTF-RMS: Resource Allocation Cloud resource allocation in RTF-RMS addresses the following challenges:  Startup time optimization: Cloud resources are started in advance and stored in the Resource Buffer  Utilization of static leasing periods: dispensable resources are stored in the Resource Buffer until they are demanded again or their leasing period finishes  Minimizing cost-overhead: analytical model for Resource Buffer size 13 / 17
  • 14. RTF-RMS: Adaptation RTF-RMS implements adaptation according to the S-Cube Lifecycle Model: 1. Operation & Management: receive monitoring values from RTF 2. Identify adaptation need: check monitoring data against trigger rules 3. Identify adaptation strategy: choose among four different adaptation strategies 4. Enact adaptation: enact the chosen adaptation strategy using RTF 14 / 17
  • 15. RTF-RMS: Adaptation Strategies  RTF-RMS chooses between the following four adaptation strategies: 1. User migration: client connections are switched seamlessly between two application servers replicating the same zone 2. Replication enactment: new servers are added to provide more computation power to a highly frequented zone by replicating it 3. Resource substitution: running resources are substituted by more powerful resources 4. Remove resource: dispensable resources are Replication: a single zone is processed removed by multiple application servers 15 / 17
  • 16. Identify Adaptation Strategy: Example  Monitoring data is summarized in zone reports  Average load is compared with thresholds – e.g., addResourceThreshold update rate: 25 Hz 16 / 17
  • 17. Experiments  Experimental setup: – Fast-paced 3D online game – 260 clients are simulated by bots moving randomly & shooting at opponents – update rate should be > 25 Hz  User migration (top picture): – Avg. update rate increased from 25 Hz to ~100 Hz  Replication enactment (bottom picture): – Integration in app processing in ~15 s – Without resource buffer: > 130 s – Avg. update rate increased from > 20 Hz to ~100 Hz  Result: RTF-RMS adaptation improves QoS for a changing number of users 17 / 17
  • 18. Industrial Collaborations  Previous and existing collaboration with industry – Spinor Gmbh (Germany): game engines – Darkworks (France): video games – BMT Cordah Ltd (UK): e-learning/training  Looking for new industrial scenarios and collaborations – Interactive training scenarios requiring real- time communication – High-performance real-time interactive simulations 18 / 17