Basic Internet Architecture 136.80.1.2 IP Network 142.8.20.8 21.80.1.32
Basic Internet Architecture 136.80.1.2 IP Network 142.8.20.8 21.80.1.32 Destination 224.50.1.8 Source 136.80.1.2 Payload Destination 224.50.1.8 Source 136.80.1.2 Payload Destination 224.50.1.8 Source 136.80.1.2 Payload Figure 4.6 IP multicasting replicates a single packet to (potentially multiple) group members packet into the network with a specific broadcast destination address, and the network itself replicates the packet to all attached hosts within a restricted region. A little-used alternative is IP multicast [RFC1112]. A source transmits one packet and the network itself delivers identical copies to multiple destinations (known as a multicast group, identified by special class D IP destination addresses). Hosts explicitly inform the network when they wish to join or leave multicast groups. (Broadcast can be considered a special case of multicast, where every endpoint within a specific region of the network is automatically considered to be a group member.) In IPv4, addresses in the range 224.0.0.0 to 239.255.255.255 are class D addresses, and represent multicast groups. Sources indirectly specify group members by using a class D address in their packet s destination address field. Two attractive qualities of IP multicast are that a source does not need to track the multicast group members over time, and a source only sends one copy of each packet into the network. The network itself tracks group members and performs the necessary packet replications and deliveries. Figure 4.6 shows a packet being sent to a group identified only by the destination address 224.50.1.8. Only the network is aware that the group includes endpoints 142.8.20.8 and 21.80.1.32. IP multicast is an any to many service a multicast group can have many members, and anyone can transmit to a multicast group from anywhere on the IP network (even if they are not a member of the group). IP multicast holds some promise as a mechanism for efficiently delivering content, that is intended for concurrent delivery to multiple recipients. For example, replicating common game state across multiple clients or servers. Unicast requires a source to transmit its packets multiple times (once for each recipient), while multicast requires only one packet per update. However, because of the internal complexity required to support IP multicast there is little support in most public IP networks. This makes IP multicast difficult to use in networked games beyond specially constructed private networks. 4.2 Connectivity and Routing From the game developer s perspective, it is often not necessary to understand the internal structure of IP networks. It is usually sufficient to comprehend the network s behaviour
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