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authorThomas Voss <mail@thomasvoss.com> 2024-11-27 20:54:24 +0100
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+Network Working Group M. Pullen
+Request for Comments: 2502 George Mason University
+Category: Informational M. Myjak
+ The Virtual Workshop
+ C. Bouwens
+ SAIC
+ February 1999
+
+
+ Limitations of Internet Protocol Suite for Distributed Simulation
+ in the Large Multicast Environment
+
+Status of this Memo
+
+ This memo provides information for the Internet community. It does
+ not specify an Internet standard of any kind. Distribution of this
+ memo is unlimited.
+
+Copyright Notice
+
+ Copyright (C) The Internet Society (1999). All Rights Reserved.
+
+Abstract
+
+ The Large-Scale Multicast Applications (LSMA) working group was
+ chartered to produce documents aimed at a consensus based development
+ of the Internet protocols to support large scale multicast
+ applications including real-time distributed simulation. This memo
+ defines services that LSMA has found to be required, and aspects of
+ the Internet protocols that LSMA has found to need further
+ development in order to meet these requirements.
+
+1. The Large Multicast Environment
+
+ The Large-Scale Multicast Applications working group (LSMA) was
+ formed to create a consensus based requirement for Internet Protocols
+ to support Distributed Interactive Simulation (DIS) [DIS94], its
+ successor the High Level Architecture for simulation (HLA) [DMSO96],
+ and related applications. The applications are characterized by the
+ need to distribute a real-time applications over a shared wide area
+ network in a scalable manner such that numbers of hosts from a few to
+ tens of thousands are able to interchange state data with sufficient
+ reliability and timeliness to sustain a three dimensional virtual,
+ visual environment containing large numbers of moving objects. The
+ network supporting such an system necessarily will be capable of
+ multicast [IEEE95a,IEEE95b].
+
+
+
+
+
+Pullen Informational [Page 1]
+
+RFC 2502 Limitations of Internet Protocol Suite February 1999
+
+
+ Distributed Interactive Simulation is the name of a family of
+ protocols used to exchange information about a virtual environment
+ among hosts in a distributed system that are simulating the behavior
+ of objects in that environment. The objects are capable of physical
+ interactions and can sense each other by visual and other means
+ (infrared, etc.). DIS was developed by the U.S. Department of
+ Defense (DoD) to implement systems for military training, rehearsal,
+ and other purposes. More information on DIS can be found in [SSM96].
+
+ The feature of distributed simulation that drives network
+ requirements is that it is intended to work with output to and input
+ from humans across distributed simulators in real time. This places
+ tight limits on latency between hosts. It also means that any
+ practical network will require multicasting to implement the required
+ distribution of all data to all participating simulators. Large
+ distributed simulation configurations are expected to group hosts on
+ multicast groups based on sharing the same sensor inputs in the
+ virtual environment. This can mean a need for thousands of multicast
+ groups where objects may move between groups in large numbers at high
+ rates. Because the number of simulators is known in advance and
+ their maximum output rate in packets per second and bits per second
+ is specified, the overall total data rate (the sum of all multicast
+ groups) is bounded. However the required data rate in any particular
+ group cannot be predicted, and may change quite rapidly during the
+ simulation.
+
+ DIS real time flow consists of packets of length around 2000 bits at
+ rates from .2 packets per second per simulator to 15 packets per
+ second per simulator. This information is intentionally redundant and
+ is normally transmitted with a best effort transport protocol (UDP).
+ In some cases it also is compressed. Required accuracy both of
+ latency and of physical simulation varies with the intended purpose
+ but generally must be at least sufficient to satisfy human
+ perception. For example, in tightly coupled simulations such as high
+ performance aircraft maximum acceptable latency is 100 milliseconds
+ between any two hosts. At relatively rare intervals events (e.g.
+ collisions) may occur which require reliable transmission of some
+ data, on a unicast basis, to any other host in the system.
+
+ The U.S. DoD has a goal to build distributed simulation systems with
+ up to 100,000 simulated objects, many of them computer generated
+ forces that run with minimal human intervention, acting as opposing
+ force or simulating friendly forces that are not available to
+ participate. DoD would like to carry out such simulations using a
+ shared WAN. Beyond DoD many people see a likelihood that distributed
+ simulation capabilities may be commercialized as entertainment. The
+ scope of such an entertainment system is hard to predict but
+ conceivably could be larger than the DoD goal of 100,000.
+
+
+
+Pullen Informational [Page 2]
+
+RFC 2502 Limitations of Internet Protocol Suite February 1999
+
+
+ The High Level Architecture (HLA) is a DoD development beyond DIS
+ that aims at bringing DIS and other forms of distributed simulation
+ into a unifying system paradigm. From a distributed systems
+ standpoint HLA is considerably more sophisticated than DIS. For
+ example attributes of distributed objects may be controlled by
+ different simulators. From the standpoint of the supporting network
+ the primary difference between HLA and DIS is that HLA does not call
+ for redundant transmission of object attributes; instead it specifies
+ a "Run Time Infrastructure" (RTI) that is responsible to transmit
+ data reliably, and may choose to do so by various means including
+ redundant transmission using best effort protocols. It is reasonable
+ to say that any network that can meet the needs of DIS can support
+ HLA by DIS-like redundant transmission, however this approach ignores
+ the possibility that under HLA some mixture of redundant and reliable
+ transmission can make significantly better use of network resources
+ than is possible using DIS. While HLA, like DIS, does not specify
+ use of a multicasting network, it has similar requirements for many-
+ to-many transmission of object attributes at rates in excess of one
+ update per object per second that cannot be met without multicasting.
+ Further, HLA calls for transmission of semantically organized data
+ (for example, groups of objects with similar capabilities such as
+ tanks or aircraft) in this many-to-many context.
+
+ One solution that has been employed to deal with these challenges is
+ to aggregate the contents of many multicast groups into a single
+ multicast transmission [PuWh95, CSTH95]. Termed "dual-mode" or "bi-
+ level" multicast, this approach takes advantage of the fact that
+ although the amount of traffic in any particular multicast group can
+ vary greatly, the aggregate of all transmissions is bounded. If the
+ traffic is all aggregated into one large flow, an underlying ATM
+ network can create multicast SVCs with acceptable QoS to support the
+ requirement. It also bounds the network control problem of group
+ joins, in that the joins take place among dedicated collections of
+ routers and across the dedicated SVCs, rather than contending with
+ other LSMAs that may be sharing the same network. But it does this at
+ the cost of adding to the network a new, nonstandard aggregation
+ element that is a hybrid of the Internet and ATM protocols. We
+ address below the requirement to achieve such a result using a purely
+ IP network with aggregated reservation via RSVP.
+
+ The defense distributed simulation community has created a number of
+ multicast-capable networks for various simulated exercises, ranging
+ from tens to hundreds of simulated objects distributed across numbers
+ of sites ranging from two to twenty. As the number of objects has
+ increased they have found that building multicasting networks
+ potentially supporting thousands of simultaneous multicast groups
+ with large group change rates is a hard problem. This defense problem
+ is the precursor of similar problems that can be expected in
+
+
+
+Pullen Informational [Page 3]
+
+RFC 2502 Limitations of Internet Protocol Suite February 1999
+
+
+ commercial networks. Therefore the following sections describe the
+ services required and the shortcomings that have been found in using
+ today's Internet protocols in providing these services, with the
+ intention of informing the IETF to enable it to produce protocols
+ that meet the needs in these areas.
+
+2. Distributed Simulation (DIS and HLA) network service requirements.
+
+ a. real-time packet delivery, with low packet loss (less than 2%),
+ predictable latency on the order of a few hundred milliseconds, after
+ buffering to account for jitter (variation of latency) such that less
+ than 2% of packets fail to arrive within the specified latency, in a
+ shared network
+
+ b. multicasting with thousands of multicast groups that can support
+ join latencies of less than one second, at rates of hundreds of joins
+ per second
+
+ c. multicasting using a many-to-many paradigm in which 90% or more of
+ the group members act as receivers and senders within any given
+ multicast group
+
+ d. support for resource reservation; because of the impracticality of
+ over-provisioning the WAN and the LAN for large distributed
+ simulations, it is important to be able to reserve an overall
+ capacity that can be dynamically allocated among the multicast groups
+
+ e. support for a mixture of best-effort and reliable low-latency
+ multicast transport, where best-effort predominates in the mixture,
+ and the participants in the reliable multicast may be distributed
+ across any portion of the network
+
+ f. support for secure networking, in the form of per-packet
+ encryption and authentication needed for classified military
+ simulations
+
+3. Internet Protocol Suite facilities needed and not yet available for
+ large-scale distributed simulation in shared networks: These derive
+ from the need for real-time multicast with established quality of
+ service in a shared network. (Implementation questions are not
+ included in this discussion. For example, it is not clear that
+ implementations of IP multicast exist that will support the required
+ scale of multicast group changes for LSMA, but that appears to be a
+ question of implementation, not a limitation of IP multicast.)
+
+
+
+
+
+
+
+Pullen Informational [Page 4]
+
+RFC 2502 Limitations of Internet Protocol Suite February 1999
+
+
+3.1 Large-scale resource reservation in shared networks
+
+ The Resource reSerVation Protocol (RSVP) is aimed at providing setup
+ and flow-based information for managing information flows at pre-
+ committed performance levels. This capability is generally seen as
+ needed in real-time systems such as the HLA RTI. Concerns have been
+ raised about the scalability of RSVP, and also about its ability to
+ support highly dynamic flow control changes. In terms of existing
+ RTI capabilities, the requirement in LSMA is for rapid change of
+ group membership, not for rapid change of group reservations. This
+ is because in existing RTIs the aggregate requirement for all groups
+ in a large scale distributed simulation is static. However the
+ current RSVP draft standard for LSMA does not support aggregation of
+ reservation resources for groups of flows and therefore does not meet
+ the needs of existing RTIs. Moreover, there is at least one RTI
+ development underway that intends to use individual, dynamic
+ reservations for large numbers of groups, and therefore will require
+ a dynamic resource reservation capability that scales to thousands of
+ multicast groups.
+
+ Further, RSVP provides support only for communicating specifications
+ of the required information flows between simulators and the network,
+ and within the network. Distributing routing information among the
+ routers within the network is a different function altogether,
+ performed by routing protocols such as Multicast Open Shortest Path
+ First (MOSPF). In order to provide effective resource reservation in
+ a large shared network function, it may be necessary to have a
+ routing protocol that determines paths through the network within the
+ context of a quality of service requirement. An example is the
+ proposed Quality Of Service Path First (QOSPF) routing protocol
+ [ZSSC97]. Unfortunately the requirement for resource-sensitive
+ routing will be difficult to define before LSMA networks are deployed
+ with RSVP.
+
+3.2 IP multicast that is capable of taking advantage of all common
+ link layer protocols (in particular, ATM)
+
+ Multicast takes advantage of the efficiency obtained when the
+ network can recognize and replicate information packets that are
+ destined to a group of locations. Under these circumstances, the
+ network can take on the job of providing duplicate copies to all
+ destinations, thereby greatly reducing the amount of information
+ flowing into and through the network.
+
+ When IP multicast operates over Ethernet, IP multicast packets are
+ transmitted once and received by all receivers using Ethernet-layer
+ multicast addressing, avoiding replication of packets. However,
+ with wide-area Asynchronous Transfer Mode (ATM), the ability to take
+
+
+
+Pullen Informational [Page 5]
+
+RFC 2502 Limitations of Internet Protocol Suite February 1999
+
+
+ advantage of data link layer multicast capability is not yet
+ available beyond a single Logical IP Subnet (LIS). This appears to
+ be due to the fact that (1) the switching models of IP and ATM are
+ sufficiently different that this capability will require a rather
+ complex solution, and (2) there has been no clear application
+ requirement for IP multicast over ATM multicast that provides for
+ packet replication across multiple LIS. Distributed simulation is
+ an application with such a requirement.
+
+3.3 Hybrid transmission of best-effort and reliable multicast
+
+ In general the Internet protocol suite uses the Transmission Control
+ Protocol (TCP) for reliable end-to-end transport, and the User
+ Datagram Protocol (UDP) for best-effort end-to-end transport,
+ including all multicast transport services. The design of TCP is
+ only capable of unicast transmission.
+
+ Recently the IETF has seen proposals for several reliable multicast
+ transport protocols (see [Mont97] for a summary). A general issue
+ with reliable transport for multicast is the congestion problem
+ associated with delivery acknowledgments, which has made real-time
+ reliable multicast transport infeasible to date. Of the roughly 15
+ attempts to develop a reliable multicast transport, all have shown
+ to have some problem relating to positive receipt acknowledgments
+ (ACK) or negative acknowledgments (NAK). In any event, its seems
+ clear that there is not likely to be a single solution for reliable
+ multicast, but rather a number of solutions tailored to different
+ application domains. Approaches involving distributed logging seem
+ to hold particular promise for the distributed simulation
+ application.
+
+ In the DIS/HLA environment, five different transmission needs can be
+ identified:
+
+ (1) best-effort low-latency multicast of object attributes that often
+ change continuously, for example position of mobile objects;
+ (2) low-latency reliable multicast of object attributes that do not
+ change continuously but may change at arbitrary times during the
+ simulation, for example object appearance (An important
+ characteristic of this category is that only the latest value of
+ any attribute is needed by the receiver.);
+ (3) low-latency, reliable unicast of occasional data among arbitrary
+ members of the multicast group (This form of transmission was
+ specified for DIS "collisions"; it is not in the current HLA
+ specification but might profitably be included there. The
+ requirement is for occasional transaction-like exchange of data
+ between two arbitrary hosts in the multicast group, with a low
+ latency that makes TCP connection impractical.);
+
+
+
+Pullen Informational [Page 6]
+
+RFC 2502 Limitations of Internet Protocol Suite February 1999
+
+
+ (4) reliable but not necessarily real-time multicast distribution of
+ supporting bulk data such as terrain databases and object
+ enumerations; and
+ (5) reliable unicast of control information between individual RTI
+ components (this requirement is met by TCP).
+
+ All of these transmissions take place within the same large-scale
+ multicasting environment. The value of integrating categories (1) and
+ (2) into a single selectively reliable protocol was proposed by Cohen
+ [Cohe94]. Pullen and Laviano implemented this concept [PuLa95] and
+ demonstrated it within the HLA framework [PLM97] as the Selectively
+
+ Reliable Transmission Protocol (SRTP) for categories (1) through (3).
+ Category (4) could be supported by a reliable multicast protocol such
+ as the commercial multicast FTP offering from Starburst [MRTW97],
+ however adequate congestion control has not been demonstrated in any
+ such protocol. There has been some discussion of using the Real-Time
+ Streaming Protocol, RTSP, for this purpose, however as the databases
+ must be transmitted reliably and RTSP uses a best-effort model, it
+ does not appear to be applicable.
+
+ In summary, it is clear that a hybrid of best-effort and reliable
+ multicast (not necessarily all in the same protocol) is needed to
+ support DIS and HLA, and that the low-latency, reliable part of this
+ hybrid is not available in the Internet protocol suite.
+
+3.4 Network management for distributed simulation systems
+
+ Coordinated, integrated network management is one of the more
+ difficult aspects of a large distributed simulation exercise. The
+ network management techniques that have been used successfully to
+ support the growth of the Internet for the past several years could
+ be expanded to fill this need. The technique is based on a primitive
+ called a Management Information Base (MIB) being polled periodically
+ at very low data rates. The receiver of the poll is called an Agent
+ and is collocated with the remote process being monitored. The agent
+ is simple so as to not absorb very many resources. The requesting
+ process is called a Manager, and is typically located elsewhere on a
+ separate workstation. The Manager communicates to all of the agents
+ in a given domain using the Simple Network Management Protocol
+ (SNMP). It appears that SNMP is well adapted to the purpose of
+ distributed simulation management, in addition to managing the
+ underlying simulation network resources. Creating a standard
+ distributed simulation MIB format would make it possible for the
+ simulation community to make use of the collection of powerful, off-
+ the-shelf network management tools that have been created around
+ SNMP.
+
+
+
+
+Pullen Informational [Page 7]
+
+RFC 2502 Limitations of Internet Protocol Suite February 1999
+
+
+3.5 A session protocol to start, pause, and stop a distributed
+ simulation exercise
+
+ Coordinating start, stop, and pause of large distributed exercises is
+ a complex and difficult task. The Session Initiation Protocol (SIP)
+ recently proposed by the Multiparty Multimedia Session Control
+ (MMUSIC) working group serves a similar purpose for managing large
+ scale multimedia conferences. As proposed, SIP appears to offer
+ sufficient extensibility to be used for exercise session control, if
+ standardized by the IETF.
+
+3.6 An integrated security architecture
+
+ It appears that this requirement will be met by IPv6 deployment. A
+ shortcoming of the current Internet Protocol (IPv4) implementation is
+ the lack of integrated security. The new IPv6 protocol requires
+ implementers to follow an integrated security architecture that
+ provides the required integrity, authenticity, and confidentiality
+ for use of the Internet by communities with stringent security
+ demands, such as the financial community. The possibility that the
+ IPv6 security architecture may meet military needs, when combined
+ either with military cryptography or government-certified commercial
+ cryptography, merits further study.
+
+3.7 Low-latency multicast naming service
+
+ Name-to-address mapping in the Internet is performed by the Domain
+ Name Service (DNS). DNS has a distributed architecture tuned to the
+ needs of unicast networking with reliable transmission (TCP) that is
+ not considered problematic if its latency is on the order of a second
+ or more. The requirement of distributed simulation for agile movement
+ among multicast groups implies a need for name-to-multicast-address
+ mapping with latency of under one second for the name resolution and
+ group join combined. This problem has been circumvented in military
+ simulations by using group IP addresses rather than names. While
+ military simulations may be satisfied to communicate using a known
+ mapping from grid squares to multicast groups, growth of distributed
+ simulation into commercial entertainment cannot be based on such a
+ simple capability. The players in distributed entertainment
+ simulations will want to be organized symbolically by virtual world
+ and role. A low-latency multicast naming service will be required.
+
+3.8 Inter-Domain Multicast Routing for LSMA
+
+ While military LSMAs typically take place within a single
+ administrative domain, future entertainment LSMAs can be expected to
+ involve heavy inter-domain multicast traffic so that players can be
+ supported by multiple service providers. Standardized protocols able
+
+
+
+Pullen Informational [Page 8]
+
+RFC 2502 Limitations of Internet Protocol Suite February 1999
+
+
+ to support large numbers of multicast flows across domain boundaries
+ will be needed for this purpose. Current work to create a Border
+ Gateway Multicast Protocol (BGMP) shows promise of meeting this need.
+
+4. References
+
+ [CSTH95] Calvin, J., et. al., "STOW Realtime Information Transfer
+ and Networking Architecture," 12th DIS Workshop on
+ Standards for the Interoperability Distributed Simulations,
+ March 1995.
+
+ [Cohe94] Cohen, D., "Back to Basics," Proceedings of the 11th
+ Workshop on Standards for Distributed Interactive
+ Simulation, Orlando, FL, September 1994.
+
+ [DIS94] DIS Steering Committee, "The DIS Vision," Institute for
+ Simulation and Training, University of Central Florida, May
+ 1994.
+
+ [DMSO96] Defense Modeling and Simulation Office, High Level
+ Architecture Rules Version 1.0, U.S. Department of Defense,
+ August 1996.
+
+ [IEEE95a] IEEE 1278.1-1995, Standard for Distributed Interactive
+ Simulation - Application Protocols
+
+ [IEEE95b] IEEE 1278.2-1995, Standard for Distributed Interactive
+ Simulation - Communication services and Profiles
+
+ [MRTW97] Miller, K., et. al. "StarBurst Multicast File Transfer
+ Protocol (MFTP) Specification", Work in Progress.
+
+ [Mont97] Montgomery, T., Reliable Multicast Links webpage,
+ http://research.ivv.nasa.gov/RMP/links.html
+
+ [PuLa95] Pullen, M. and V. Laviano, "A Selectively Reliable
+ Transport Protocol for Distributed Interactive Simulation",
+ Proceedings of the 13th Workshop on Standards for
+ Distributed Interactive Simulation, Orlando, FL, September
+ 1995.
+
+ [PuWh95] Pullen, M. and E. White, "Dual-Mode Multicast: A New
+ Multicasting Architecture for Distributed Interactive
+ Simulation," 12th DIS Workshop on Standards for the
+ Interoperability of Distributed Simulations, Orlando, FL,
+ March 1995.
+
+
+
+
+
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+
+RFC 2502 Limitations of Internet Protocol Suite February 1999
+
+
+ [PLM97] Pullen, M., Laviano, V. and M. Moreau, "Creating A Light-
+ Weight RTI As An Evolution Of Dual-Mode Multicast Using
+ Selectively Reliable Transmission," Proceedings of the
+ Second Simulation Interoperability Workshop, Orlando, FL,
+ September 1997.
+
+ [SPW94] Symington, S., Pullen, M. and D. Wood, "Modeling and
+ Simulation Requirements for IPng", RFC 1667, August 1994.
+
+ [SSM96] Seidensticker, S., Smith, W. and M. Myjak, "Scenarios and
+ Appropriate Protocols for Distributed Interactive
+ Simulation", Work in Progress.
+
+ [ZSSC97] Zhang, Z., et. al., "Quality of Service Path First Routing
+ Protocol", Work in Progress.
+
+4. Security Considerations
+
+ Security issues are discussed in section 3.6.
+
+5. Authors' Addresses
+
+ J. Mark Pullen
+ Computer Science/C3I Center
+ MS 4A5
+ George Mason University
+ Fairfax, VA 22032
+
+ EMail: mpullen@gmu.edu
+
+
+ Michael Myjak
+ The Virtual Workshop
+ P.O. Box 98
+ Titusville, FL 32781
+
+ EMail: mmyjak@virtualworkshop.com
+
+
+ Christina Bouwens
+ ASSET Group, SAIC Inc.
+ Orlando, FL
+
+ EMail: christina.bouwens@cpmx.mail.saic.com
+
+
+
+
+
+
+
+Pullen Informational [Page 10]
+
+RFC 2502 Limitations of Internet Protocol Suite February 1999
+
+
+6. Full Copyright Statement
+
+ Copyright (C) The Internet Society (1999). All Rights Reserved.
+
+ This document and translations of it may be copied and furnished to
+ others, and derivative works that comment on or otherwise explain it
+ or assist in its implementation may be prepared, copied, published
+ and distributed, in whole or in part, without restriction of any
+ kind, provided that the above copyright notice and this paragraph are
+ included on all such copies and derivative works. However, this
+ document itself may not be modified in any way, such as by removing
+ the copyright notice or references to the Internet Society or other
+ Internet organizations, except as needed for the purpose of
+ developing Internet standards in which case the procedures for
+ copyrights defined in the Internet Standards process must be
+ followed, or as required to translate it into languages other than
+ English.
+
+ The limited permissions granted above are perpetual and will not be
+ revoked by the Internet Society or its successors or assigns.
+
+ This document and the information contained herein is provided on an
+ "AS IS" basis and THE INTERNET SOCIETY AND THE INTERNET ENGINEERING
+ TASK FORCE DISCLAIMS ALL WARRANTIES, EXPRESS OR IMPLIED, INCLUDING
+ BUT NOT LIMITED TO ANY WARRANTY THAT THE USE OF THE INFORMATION
+ HEREIN WILL NOT INFRINGE ANY RIGHTS OR ANY IMPLIED WARRANTIES OF
+ MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
+
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