Re: [PATCH 1/3] net: TCP thin-stream detection

From: Andreas Petlund
Date: Thu Oct 29 2009 - 09:51:47 EST



Den 28. okt. 2009 kl. 04.09 skrev William Allen Simpson:

Andreas Petlund wrote:
+/* Determines whether this is a thin stream (which may suffer from
+ * increased latency). Used to trigger latency-reducing mechanisms.
+ */
+static inline unsigned int tcp_stream_is_thin(const struct tcp_sock *tp)
+{
+ return tp->packets_out < 4;
+}
+
This bothers me a bit. Having just looked at your Linux presentation,
and not (yet) read your papers, it seems much of your justification was
with 1 packet per RTT. Here, you seem to be concentrating on 4, probably
because many implementations quickly ramp up to 4.


The limit of 4 packets in flight is based on the fact that less than 4 packets in flight makes fast retransmissions impossible, thus limiting the retransmit options to timeout-retransmissions. The criterion is therefore as conservative as possible while still serving its purpose. If further losses occur, the exponential backoff will increase latency further. The concept of using this limit is also discussed in the Internet draft for Early Retransmit by Allman et al.:
http://www.icir.org/mallman/papers/draft-ietf-tcpm-early-rexmt-01.txt

But there's a fair amount of experience showing that ramping to 4 is
problematic on congested paths, especially wireless networks. Fast
retransmit in that case would be disastrous.

First, the modifications implemented in the patch is explicitly enabled only for applications where the developer knows that streams will be thin, thus only a small subset of the streams will apply the modifications. Second, experiments we have performed to try to map the effect on a congested bottleneck both with and without the modifications show that no measurable effect is recorded.

Graphs presenting results from experiments performed to analyse latency and fairness issues can be found here:
http://folk.uio.no/apetlund/lktmp/

Once upon a time, I worked on a fair number of interactive games a decade
or so ago. And agree that this can be a problem, although I've never
been a fan of turning off the Nagle algorithm. My solution has always
been a heartbeat, rather than trying to shoehorn this into TCP.


The beginning of this patch was an analysis of game traffic from the Norwegian game company Funcom. They use TCP for all their MMOGs as does, for example, Blizzard for WoW. Our analysis showed that many players experienced extreme latencies, and the source of this was tracked to the effects that we discuss here. As long as a wide range of time-dependent applications choose to use TCP, and we can improve conditions for their needs without jeopardising other functionality, we think that this will add value to the TCP stack.

Also, I've not seen any discussion on the end-to-end interest list.

It will be enlightening to have a discussion on end-to-end about this topic.
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