Network Latency, Jitter and Loss Statistical multiplexing assumes
74 Networking and Online Games: Understanding and Engineering Multiplayer Internet Games 100-Mbit/sec home LAN and NAPT-enabled broadband router 192.168.0.13 192.168.0.12 ISP 192.168.0.1128.80.6.200 80-byte packets 1500-byte packets 128-Kbit/sec uplink Figure 5.2 A congested uplink can introduce jitter through queuing streams of different sized packets Consider the case of two home computers on a single 100-Mbps Ethernet LAN, communicating to the outside world over a broadband 128 Kbps link (perhaps early cable modem or ADSL service, Figure 5.2). Host 1 is generating a stream of 80-byte IP packets, one every 40 ms. Assume (for the sake of argument) link layer overheads on the broadband link add a fixed 10 bytes, making the frame 90 bytes long. These frames take 5.6 ms to transmit at 128 Kbps. Now host 2 suddenly decides to transmit a random stream of 1500 byte IP packets, with a mean interval of 500 ms. These larger packets arrive at the cable or ADSL modem and take roughly 94.4 ms to transmit. From host 1 s perspective, its stream of 80-byte IP packets now experience random jitter much of the time the packets go through immediately, but every so often there are a couple of packets that are delayed by up to 94.4 ms in excess of their usual transmission time. When host 2 s 1500-byte packet arrives at the broadband modem, subsequent packets from host 1 (which are arriving every 40 ms) must be queued for up to 94.4 ms while the 1500-byte packet is transmitted. After that, the queued 80-byte packets are transmitted (in 94.4 ms at least two packets are likely to have arrived from host 1). Host 1 s packets who were queued suffer additional latency relative to their siblings who arrived while the broadband modem s queue was empty. There is one more source of jitter that only affects IP over PPP/High-level Data Link Control (HDLC) [RFC1662]) over serial links. HDLC framing implements a technique known as byte stuffing to ensure reliable identification of frame boundaries over serial links. In simple terms, whenever the byte 0×7E appears in the IP packet, it is replaced by two bytes 0×7D-0×5E for transmission over the serial link. Thus, for example, a User Data Protocol (UDP)payload containing only the value 0×7E repeated 200 times would appear to be a 238-byte UDP/IP/PPP frame. However, the two hundred 0×7E bytes would each be doubled, resulting in a 438-byte frame being transmitted over the link. The associated serialisation delay would be that of a 438-byte frame rather than a 238-byte frame. In short, the serialisation delay over such links can be randomly influenced by the unknowable distribution of HDLC control bytes in the IP packets. In Chapter 10, we will look at typical game traffic packet sizes and inter-packet intervals information that can help estimate latency and jitter over various links. 5.2.5 Sources of Packet Loss in the Network A packet may be lost at many different points within the network, and for a number of entirely different reasons.
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