Jose Saldana, Mirko Suznjevic, Luis Sequeira, Julian Fernandez-Navajas, Maja Matijasevic, Jose Ruiz-Mas, "The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic," IEEE ICCCN 2012, 8th International Workshop on Networking Issues in Multimedia Entertainment (NIME'12), Munich, Germany, July 30, 2012. ISBN: 978-1-4673-1543-2.
The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic
1. NIME 2012, Munich, 30th July 2012
The Effect of TCP Variants on the Coexistence
of MMORPG and Best-Effort Traffic
Jose Saldana1
Mirko Suznjevic2
Luis Sequeira1
Julián Fernández-Navajas1
Maja Matijasevic2
José Ruiz-Mas1
1 Communication Technologies
Group (GTC)
Aragon Inst. of Engineering Research (I3A)
University of Zaragoza
2 University
of Zagreb. Faculty of Electrical
Engineering and Computing
2. NIME 2012, Munich, 30th July 2012
Index
1.
2.
3.
4.
5.
Introduction
Related Works
Test Methodology
Results
Conclusions
3. NIME 2012, Munich, 30th July 2012
Index
1.
2.
3.
4.
5.
Introduction
Related Works
Test Methodology
Results
Conclusions
4. NIME 2012, Munich, 30th July 2012
Introduction
Growing popularity of online games: number
of titles, and number of players growing,
especially in Asia
MMORPG (Massive Multiplayer Online Role
Playing Games): genre with a set of shared
characteristics
6. NIME 2012, Munich, 30th July 2012
Introduction
http://designcult.org/designcult/2010/08/mmo-subscription-charts.html
7. NIME 2012, Munich, 30th July 2012
Introduction
The most popular one: World of Warcraft (video)
8. NIME 2012, Munich, 30th July 2012
Introduction
Other games (i.e. First Person Shooters) use
UDP, because they priorize interactivity
But MMORPGs priorize secure transmission of
information: you can miss a shot in a FPS, but
you cannot miss a player buying a new sword
in an MMORPG
Real-time requirements are looser
(although they exist)
They use TCP instead of UDP
9. NIME 2012, Munich, 30th July 2012
Introduction
But they are interactive:
The speed of the player matters
We have a real-time service using TCP
10. NIME 2012, Munich, 30th July 2012
Introduction
Consequences of this fact (using TCP)
Retransmission when a packet is lost
Dependence on TCP variants, and on the
TCP stack present on player’s machine
The game relies on the OS’s ability to deliver
packets
More overhead (40 bytes instead of 28)
11. NIME 2012, Munich, 30th July 2012
Introduction
TCP traffic of the game has to share:
Access network
Core network
with other TCP traffics (e-mail, FTP, etc)
In this paper we will explore the effect of
TCP variants on this coexistence
12. NIME 2012, Munich, 30th July 2012
Index
1.
2.
3.
4.
5.
Introduction
Related Works
Test Methodology
Results
Conclusions
13. NIME 2012, Munich, 30th July 2012
Related Works
Modelling traffic of MMORPGs
Some statistical models have been
developed for MMORPGs
Characterization of
Packet size and Inter Packet Time
APDU and Inter Arrival Time:
APDU of 1600 bytes
TCP stack of the computer
Packet 1: 1460 bytes of payload
Packet 2: 140 bytes of payload
14. NIME 2012, Munich, 30th July 2012
Related Works
We will follow the second approach:
Independent of underlying technology
More adequate for modeling the behaviour of different
TCPs (if we have a concrete trace using a TCP variant, it
is not valid for the rest of variants)
APDU of 1600 bytes
TCP stack of the computer
Packet 1: 1460 bytes of payload
Packet 2: 140 bytes of payload
15. NIME 2012, Munich, 30th July 2012
Related Works
Characteristics of MMORPG traffic
TCP
Small packets, especially client-to-server
A lot of ACKs
Traffic varies with player’s activities: Trading,
Questing, Dungeons, Player vs Player, etc.
16. NIME 2012, Munich, 30th July 2012
Related Works
TCP variants
Some variants have been deployed in
order to solve certain problems (e.g. TCP
hybla for solving RTT unfairness, etc.)
We will use three common TCP variants:
TCP New Reno
TCP SACK
TCP Vegas
17. NIME 2012, Munich, 30th July 2012
Related Works
Other studies have issued the problem of
real-time vs best effort traffic, but mainly
testing UDP vs TCP
In this work, we are comparing
TCP used for MMORPG
TCP used for FTP
18. NIME 2012, Munich, 30th July 2012
Index
1.
2.
3.
4.
5.
Introduction
Related Works
Test Methodology
Results
Conclusions
19. NIME 2012, Munich, 30th July 2012
Test Methodology
Network scenario: WoW session vs FTP
upload: the main problem is the uplink
WoW client
WoW server
WoW
512kbps
6Mbps
FTP
Tdejitter
20. NIME 2012, Munich, 30th July 2012
Test Methodology
Bandwidth: corresponding to a xDSL
Router buffer: 20 and 200 packets
OWD: 80 ms (inter-region scenario)
WoW client
WoW server
WoW
512kbps
6Mbps
FTP
Tdejitter
21. NIME 2012, Munich, 30th July 2012
Test Methodology
Traffic of the MMORPG
Two flows: client-server and server-client
We will use Questing activity, since it is the
most common one
10 to 15 kbps
Small packets (the game sets to 1 the “push”
bit in order to send them as soon as
possible)
22. NIME 2012, Munich, 30th July 2012
Test Methodology
NS2 script that generates the scenario and the
traffic
WoW: 2 flows of TCP SACK (commonly found
in player’s machines)
FTP: NS2 implementations of TCP New Reno,
SACK and Vegas
1000 seconds of simulation time
23. NIME 2012, Munich, 30th July 2012
Test Methodology
Client-to-server packets
Inter Packet Time CDF - client to server
Packet Size CDF - client to server
1
1
0.8
0.8
0.6
0.6
0.4
0.4
0.2
0.2
0
0
0
200
400
600
ms
800
1000
1200
0
200
400
600
800
bytes
1000
1200
1400
24. NIME 2012, Munich, 30th July 2012
Test Methodology
Client-to-server packets
Inter Packet Time CDF - client to server
Packet Size CDF - client to server
1
1
0.8
0.8
0.6
0.6
0.4
0.4
0.2
0.2
0
0
0
200
400
600
ms
800
1000
1200
0
200
400
600
800
bytes
1000
1200
1400
25. NIME 2012, Munich, 30th July 2012
Test Methodology
Server-to-client packets
Inter Packet Time CDF - server to client
Packet Size CDF - server to client
1
1
0.8
0.8
0.6
0.6
0.4
0.4
0.2
0.2
0
0
0
200
400
600
ms
800
1000
1200
0
200
400
600
800
bytes
1000
1200
1400
26. NIME 2012, Munich, 30th July 2012
Index
1.
2.
3.
4.
5.
Introduction
Related Works
Test Methodology
Results
Conclusions
29. NIME 2012, Munich, 30th July 2012
Results
The sending window of WoW behaves
differently from that of FTP
The game is not trying to consume as much
available bandwidth as possible (as FTP does)
It only has to send a continuous data flow of
small packets, at a rate of less than 10 kbps.
Now we will discuss each buffer size
38. NIME 2012, Munich, 30th July 2012
Index
1.
2.
3.
4.
5.
Introduction
Related Works
Test Methodology
Results
Conclusions
39. NIME 2012, Munich, 30th July 2012
Conclusions
TCP Vegas is able to maintain a constant rate
while competing with the game traffic, since it
prevents packet loss by avoiding the increase
of the sending window size.
TCP SACK and TCP New Reno tend to keep on
increasing the window size, thus adding
undesired delays to the game traffic.
Smaller buffers have been demonstrated to be
better for TCP-based MMORPGs, since larger
buffers cause higher delays