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Advanced network accounting notes (VIII)
2022-06-23 19:06:00 【Bachuan Xiaoxiaosheng】
Streaming video
Challenge
Continuous playback limit
- Once it starts playing , Reception rate > Playback rate
- The played frame should be received in advance , It's no use arriving late
- Network delay jitters , Cache required
- The first frame is not played immediately , A delay is required
other
- User interaction : Pause , Forward , backward , Jump
- Packet loss retransmission
buffer
- Absorption end-to-end delay variation : A frame arrives late , As long as there is data in the buffer, it can be played continuously
- Compensate for end-to-end broadband fluctuations : Instantaneous path throughput < Play bit rate , Download rate < Consumption rate , As long as there is data in the buffer, it can be played continuously , The condition is that the path average throughput >= Playback bandwidth
Client side buffering is required , Because network latency changes , Path average throughput change
Average injection rate x x x & Playback rate r r r
- x < r x < r x<r: Cache empty , Carton
- x > r x > r x>r: Cache is not empty , Weak playback delay is large enough , It can absorb x x x change
Initial playback tradeoffs
- Large playback delay , The cache becomes empty, and the possibility of playback pause is small
The extreme case is that the download is finished and the playback is finished , Non fluidization
- Long waiting time for large users due to the introduction of delay
technology
- UDP Fluidization
- HTTP Fluidization
- The adaptive HTTP Fluidization
UDP
The server sends data to the client at a constant rate
routine : Sending rate = Encoding rate = Constant rate
Due to congestion control , Rate change at receiving end
cache
Introduce a small playback delay ( 2 − 5 s ) (2-5s) (2−5s) Smooth jitter
Error recovery
Time allows for implementation in the application layer
RTP
Encapsulate the required multimedia types , timestamp , Serial number
RTP->UDP
RTSP
And RTP coordination , Let the client and the server control commands interactively
Such as : Pause , Play
UDP May not be able to penetrate the firewall
UDP Fluidization thought
- network bandwidth , The jitter is uncontrollable
- Try to maintain a constant rate at the source
UDP Fluidization problem
- client - Bandwidth changes between servers , unpredictable , Constant bit rate UDP Streaming does not provide continuous playback
- A control protocol is required ,RTSP The server , Increase large-scale deployment VOD Server cost
- A firewall
HTTP Fluidization
Deployment run
- Think of video as HTTP object , Corresponding URL
- Client request , Establishing a connection , issue HTTP GET
- In congestion control , Flow control conditions allow , Send the file as far as possible
- Rate change
- Client application layer buffer , Start playing when the threshold is reached
problem
TCP Not suitable for streaming services
- Network bandwidth and latency are beyond the control of the host , It needs to be done at the source end
- introduce TCP Wave superposition
- The bit rate is out of order before it is transmitted
HTTP Fluidization thinking
- In essence, the average bandwidth on the road > Play bit rate
- introduce TCP Superimpose larger fluctuations , But with buffering , Prefetching Technology
- utilize TCP The advantage is when the bandwidth is large , It can be transmitted to the client as much as possible
- Reverse pressure when the client buffer is full , Let the sender not send for the time being , It won't overflow
cost
- The application layer introduces a larger playback delay , For smoothing TCP Change in delivery rate
- The reason is that the network jitters and bandwidth changes , as well as TCP Self flow control . Congestion control introduces additional jitter , Bandwidth changes , Superimposed fluctuations
benefits
- Easy to pass through firewall
- There is no need to RTSP service
application
Applicable to storage data streaming , Not suitable for real-time data streaming
- TCP Introduce more delay variations , Impact interaction and real-time
- Can't use TCP Prefetch benefits
Cannot prefetch ungenerated data
cache
Received a certain number , Then the client plays according to the playing code rate
Two level cache
TCP + application layer
- Application cache = file size : Non fluidization
- Pause play : Reverse pressure , Application cache full block TCP Hand in , Block the server TCP transmission ,TCP Cache full , The server stops
- Normal playback , The cache rate is higher than the playback rate :TCP Cache full , Stop transmission
- The cache rate is lower than the playback rate : Cache dissatisfaction , Carton
Prefetch
- The client is higher than the consumption rate ( As soon as possible ) Prefetch data , Prepare for the play
- Natural and TCP binding
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