Multicast Protocols for Publish Subscribe Systems - PowerPoint PPT Presentation

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Multicast Protocols for Publish Subscribe Systems

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Subscribers register their interests via subscriptions ... Hovers around 4.5. Very high fraction of packets are routed through nodes who are not interested! ... – PowerPoint PPT presentation

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Title: Multicast Protocols for Publish Subscribe Systems


1
Multicast Protocols for Publish Subscribe Systems
  • Ashwin R. Bharambe
  • Hemamalini Manickavasagam

2
Outline
  • What is publish-subscribe ?
  • Multicast in publish-subscribe systems
  • Small Group Multicast
  • Evaluation Methodology
  • Results
  • Conclusions

3
What is publish-subscribe ?
Publications
Subscription
  • Publishers produce events or publications
  • Subscribers register their interests via
    subscriptions
  • Network performs routing such that
  • Publications meet subscriptions
  • Publications get delivered to appropriate
    subscribers

4
Why do we care ?
  • De-coupling between senders receivers
  • Advantages
  • Permits heterogeneous components
  • Interoperability
  • Ideal for evolving software
  • Fits many applications
  • Stock tickers, instant messengers, etc.
  • Multiplayer games!

5
Architectures
  • Centralized
  • Rendezvous point based
  • Core components
  • Routing of publications and subscriptions
  • Matching
  • Delivery of publications

6
Efficient publication delivery
  • Publication needs to be delivered to some subset
    of subscribers
  • Multicast!
  • Problem
  • Could be any subset
  • Exponential multicast groups!
  • How about the most naïve multicast strategy ?

7
Small Group Multicast (SGM)
  • Idea
  • Send list of recipients along with every packet!
  • High overhead if list is large, but
  • More efficient than maintaining multicast group,
    if list is usually small
  • Use Narada overlay as the backbone

8
SGM
  • SGM might send data to uninterested people
  • Use Narada mesh to get a rough sense of direction
  • Use recursive unicast starting from the closest
    guy

9
Evaluation methodology
  • Internet games as example of a publish subscribe
    system
  • Workload
  • Quake-II real life traces hard to find
  • Introduced BOTs into Quake-II
  • Supposed to be human-like
  • Visibility box used as subscription

10
Simulation Infrastructure
  • ns-2 all the way
  • Ported Narada simulator to ns-2
  • Implemented SGM, SGM over Narada

11
Results (1/2)
  • SGM overhead prop. to delivery group size
  • Hovers around 4.5
  • Very high fraction of packets are routed through
    nodes who are not interested!

12
Results (2/2)
  • Scaled with respect to Unicast
  • As group size increases, SGM performs better
  • Publication delivery group is usually small!

13
Conclusions
  • SGM
  • Gives good resource usage
  • Low overhead since delivery group sizes in games
    are typically small
  • Well suited for games!
  • Need workloads for characterizing other
    publish-subscribe systems
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