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LCMON Network Traffic Linux
LCMON Network Traffic Linux
Adam Black
Centre for Advanced Internet Architectures, Technical Report 071029A
Swinburne University of Technology
Melbourne, Australia
adamblack@swin.edu.au
Abstract—The Swinburne supercomputer (as of May the traffic load at the LCMON 1.0 server when several
2007) consists of 145 x Dell Power Edge 1950 nodes, each clients connect. We also consider the two cases where
containing 2 x quad core Clovertown processors @ 2.33 the clients remain idle and when they are actively mov-
GHz, 16 GB of RAM and 2 x 500 GB hard disks. LCMON ing around the 3D LCMON world. In Section IV we
1.0 is a utility based on L3DGEWorld 2.1 which allows for
consider how changing the avatars during gameplay can
real-time visualisation of the supercomputer cluster.
In this report we describe several experiments con-
affect the server to client traffic load. We also investigate
ducted to model the incoming and outgoing traffic at a the time required to update all the avatars in the LCMON
LCMON 1.0 server as a function of the number of clients world and determine if this time can be decreased and
connected. We also compare the LCMON traffic when the what affect this has on bandwidth.
clients move around the LCMON world as opposed to
II. LCMON 1.0 T RAFFIC M ONITORING T ESTBED
when they are stationary.
Some latter experiments revealed we can reduce the A. Software Configuration
time required to update all 145 avatars in the LCMON All tests presented in this document were conducted
world from 63 seconds to 16 seconds by sending metrics using LCMON 1.0 on the server and client PCs. The
to the LCMON (L3DGEWorld) server at a faster rate.
LCMON clients were configured to use the ‘Fastest’
We also demonstrate that changes in avatar’s metrics are
responsible for increases in the LCMON server to client graphics mode in the OpenArena engine such that the
data rate, however after the clients have been informed of client to server packet rate would not be compromised
the changes the data rate reduces. by lower end video cards.
clients were connected to the server. The LCMON client- y = 19*x + 0.43
40
30
20
10
0
1 2 3 4
Number of Clients
Fig. 1. LCMON client-server testbed configuration when all four clients connect to the LCMON 1.0 server, however notice
clients were connected and stationary in the 3D world in Figure 3 the packet rate increases linearly. This is
because the OpenArena engine (used by L3DGEWorld
2.1) sends snapshots to clients every 50 ms by default,
Figure 2 and 3 show the average data rate and packet
however as the number of clients increases the size of
rate of the aggregate LCMON 1.0 traffic in the server
the snapshots must also increase. This is confirmed in
to client direction, while Figure 4 and 5 show similar
Figure 6.
graphs, except when the traffic is flowing in the client to
Figure 3 shows as more clients connect to the LCMON
server direction. Figure 6 and 7 show the server to client
server, the packet rate per client drop below the expected
and client to server packet length distributions1 .
20 pkts/sec. In order to better understand this we graphed
In Figure 2 we can see the server to client data
the inter-arrival time of packets flowing from the Server
rate seems to increase in a non-linear fashion as more
to Client 1 when four clients were connected to the
1
The packet lengths in all calculations are based on the IP datagram LCMON server. This plot has been shown in Figure 8
size and the distribution percentage was calculated on a total
Distribution (Percent)
y = 4.6*x − 0.12
Data Rate (KB/s)
12 0.5
10
0.4
8
0.3
6
0.2
4
0.1
2
0 0
1 2 3 4 45 50 55 60 65 70
Number of Clients Packet Length (Bytes)
Fig. 4. Aggregate LCMON client to server data rate with stationary Fig. 6. Aggregate LCMON server to client packet length distribution
clients with stationary clients
0.8
1 Client
350
2 Clients
0.7 3 Clients
300 4 Clients
0.6
y = 91*x − 0.1
Packet Rate (Pkt/sec)
Distribution (Percent)
250
0.5
200
0.4
150
0.3
100
0.2
50 0.1
0 0
1 2 3 4 47 48 49 50 51 52 53 54
Number of Clients Packet Length (Bytes)
Fig. 5. Aggregate LCMON client to server packet rate with Fig. 7. Aggregate LCMON client to server packet length distribution
stationary clients with stationary clients
of 2348 captured packets. In Figure 8 the inter-arrival traffic is not affected by additional clients connecting to
times range from 50.67 ms to 63.01 ms, we can see the LCMON server.
however that packets are mostly distributed around 51
ms. The fact that no packets have an inter-arrival time B. Moving Clients
of: 50 ∗ x milliseconds, where x = 2, 3, 4, . . . suggests This section is similar to Section III-A, however the
that no outgoing LCMON snapshots were lost by the tests performed here involved the clients moving around
tcpdump filter and any discrepancies in the packet rate the LCMON world and ‘shooting’ entities to reveal
were caused by the OpenArena engine. various statistics about the supercomputer nodes. The
Figure 4 and 5 show that the bulk of the LCMON purpose of this scenario was to simulate realistic usage
1.0 traffic is in the client to server direction. Notice the of LCMON 1.0. The LCMON client-server configuration
packet rate per client is approximately 90 pkts/sec. In- is shown in Figure 9.
terestingly enough the clients used the default maximum Figure 10 and 11 show the average data rate and
frame rate setting of 85 frames/sec. packet rate of the aggregate LCMON 1.0 traffic in the
Figure 7 suggests the packet length of client to server server to client direction, while Figure 12 and 13 show
0.35
5
0.2 3
0.15
2
0.1
1
0.05
0 0
50 52 54 56 58 60 62 64 1 2 3 4
Packet Inter−arrival Time (Milliseconds) Number of Clients
Fig. 8. LCMON Server to Client 1 packet inter-arrival time with Fig. 10. Aggregate LCMON server to client data rate
four stationary clients
80
70
60
Packet Rate (Pkt/sec)
y = 19*x + 0.54
50
40
30
20
10
0
Fig. 9. LCMON client-server testbed configuration when all four 1 2 3 4
Number of Clients
clients were connected and moving around in the 3D world
Fig. 11. Aggregate LCMON server to client packet rate with moving
clients
similar graphs, except when the traffic is flowing in
the client to server direction. Figure 14 and 15 show
the server to client and client to server packet length approximately 90 pkts/sec per client.
distribution1 . In Figure 14 we can see the server to client packet
Figure 10 shows that moving clients cause a larger length distribution has a large spread of values, ranging
server to client traffic load compared with stationary from approximately 50 to 350 bytes. It can be seen that
clients, especially as the number of clients becomes quite as the number of clients increase, the server to client
large. In Figure 11 we can see the outgoing LCMON packet lengths generally increase as well.
packet rate at the server is still ∼20 pkts/sec per client. Figure 15 suggests the client to server packet length
Comparing Figure 12 and 4 we can see that moving distribution is not affected by the number of clients
clients cause a larger client to server data rate compared connected and the packet lengths generally fall in the
with stationary clients, however the relationship between range of 50 to 85 bytes.
the number of clients and data rate is still linear. Also C. Traffic Projection
notice in Figure 13 the client to server packet rate is still
In this section we will use the regression model seen
1
The packet lengths in all calculations are based on the IP datagram in Figure 10 to estimate the server to client data rate (for
size LCMON traffic) when more than four clients connect to
Distribution (Percent)
14 0.25
12
0.2
10
8 0.15
6
0.1
4
2 0.05
0
1 2 3 4 0
Number of Clients 0 50 100 150 200 250 300 350
Packet Length (Bytes)
Fig. 12. Aggregate LCMON client to server data rate with moving
clients Fig. 14. Aggregate LCMON server to client packet length distribu-
tion with moving clients
0.18 4 Clients
250
0.16
Distribution (Percent)
200 0.14
0.12
150
0.1
100 0.08
0.06
50
0.04
0
1 2 3 4 0.02
Number of Clients
0
45 50 55 60 65 70 75 80 85
Packet Length (Bytes)
Fig. 13. Aggregate LCMON client to server packet rate with moving
clients
Fig. 15. Aggregate LCMON client to server packet length distribu-
tion with moving clients
0.8
scenario, while Figure 21 and 22 show the results of the
second test scenario.
0.6
Maximum metrics
Minimum metrics
Random metrics
0.4 1.8
1.6
0.2
1.4
0
Fig. 17. LCMON server to client data rate (420 ms delay per entity) 0.8
Maximum metrics
Minimum metrics
Random metrics
0.6
0.4
0.45
0.2
0.4
0
0.35 0 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30
Distribution (Percent)
Time (Minutes)
0.3
0.25 Fig. 19. LCMON server to client data rate (190 ms delay per entity)
0.2
0.15
0.1
0.5
0.05
0
40 60 80 100 120 140 0.4
Distribution (Percent)
0.3
Fig. 18. LCMON server to client packet length distribution (420
ms delay per entity)
0.2
the first phase of updates these ‘static’ metrics are never 0.1
Random metrics
0.5
increases non-linearly as more clients join the server.
We also demonstrated the client to server data rate and
packet rate is not affected by the number of clients in
0
0 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 the server; the data rate is affected by the movement of
Time (Minutes)
clients and the packet rate is influenced by the frame
Fig. 21. LCMON server to client data rate (100 ms delay per entity)
rate of LCMON clients. In Section III-B we found that
active clients cause a greater server to client traffic data
rate than stationary clients.
In Section IV we considered how alternating the
metrics of avatars during gameplay affects the LCMON
0.5
server to client traffic. The results suggested that met-
ric changes to avatars causes an increase in outbound
Distribution (Percent)
0.4
LCMON server traffic, however after the avatars’ metrics
have been updated at the client the data rate reduces.
0.3
In Section IV-C we found that we could lower the time
taken to update all 145 avatars in the LCMON 1.0 world
0.2
from 63 seconds to 16 seconds by sending metric updates
0.1
to the L3DGEWorld 2.1 server at a faster rate.
R EFERENCES
0
40 60 80 100 120 140 160 180 [1] L. Parry, “Leveraging 3D Game En-
Packet Length (Bytes)
gines (L3DGE),” Viewed 23 October 2007,
http://caia.swin.edu.au/urp/l3dge/tools/l3dgeworld 2.1/index.html.
Fig. 22. LCMON server to client packet length distribution (100 [2] Open Arena, “OpenArena,” Viewed 23 October 2007,
ms delay per entity) http://openarena.ws.