From 4bfd864f10b68b71482b35c818559068ef8d5797 Mon Sep 17 00:00:00 2001 From: Thomas Voss Date: Wed, 27 Nov 2024 20:54:24 +0100 Subject: doc: Add RFC documents --- doc/rfc/rfc979.txt | 855 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 855 insertions(+) create mode 100644 doc/rfc/rfc979.txt (limited to 'doc/rfc/rfc979.txt') diff --git a/doc/rfc/rfc979.txt b/doc/rfc/rfc979.txt new file mode 100644 index 0000000..8fc2719 --- /dev/null +++ b/doc/rfc/rfc979.txt @@ -0,0 +1,855 @@ + + +Network Working Group Andrew G. Malis +Request for Comments: 979 BBN Communications Corp. + March 1986 + + PSN END-TO-END FUNCTIONAL SPECIFICATION + + +Status of this Memo + + This memo is an updated version of BBN Report 5775, "End-to-End + Functional Specification". It has been updated to reflect changes + since that report was written, and is being distributed in this form + to provide information to the ARPA-Internet community about this + work. The changes described in this memo will affect AHIP (1822 + LH/DH/HDH) and X.25 hosts directly connected to BBNCC PSNs. + Information concerning the schedule for deployment of this version of + the PSN software (Release 7.0) in the ARPANET and the MILNET can be + obtained from DCA. Distribution of this memo is unlimited. + +1 Introduction + + This memo contains the functional specification for the new BBNCC PSN + End-to-End (EE) protocol and module (PSN stands for Packet Switch + node, and has previously been known as the IMP). The EE module is + that portion of the PSN code which is responsible for maintaining EE + connections that reliably deliver data across the network, and for + handling the packet level (level 3) interactions with the hosts. The + EE protocol is the peer protocol used between EE modules to create, + maintain, and close connections. The new EE is being developed in + order to correct a number of deficiencies in the old EE, to improve + its performance and overall throughput, and to better equip the PSN + to support its current and anticipated host population. + + The initial version of the new EE is being fielded in PSN Release + 7.0. Both the old and new EEs are resident in the PSN code, and each + PSN may run either the old or the new EE (but not both) at any time, + under the control of the Network Operations Center (NOC). The NOC + has facilities for switching individual PSNs or the entire network + between the old and new EEs. When the old EE is running, PSN 7.0's + functionality is equivalent to that provided by PSN 6.0, and the + differences listed in this memo do not apply. Hosts on PSNs running + the old EE cannot interoperate with hosts on PSNs running the new EE. + + There are two additional sections following this introduction. + Section two describes the motivation and goals driving the new EE + project. + + Section three contains the new EE's functional specification. It + describes the services provided to the various types of hosts that + + + + +Malis [Page 1] + + + +RFC 979 March 1986 +PSN End-to-End Functional Specification + + + are supported by the PSN, the addressing capabilities that it makes + available, the functionality required for the peer protocol, and the + performance goals for the new EE. + + Two notes concerning terminology are required. Throughout this + document, the units of information sent from one host to another are + referred to as "messages", and the units into which these messages + are fragmented for transmission through the subnetwork are referred + to as "subnet packets" or just "packets". This differs from X.25's + terminology; X.25 "packets" are actually messages. Also, in this + report the term "AHIP" is used to refer to the ARPANET Host-IMP + Protocol described in BBN Report 1822, "Specifications for the + Interconnection of a Host and an IMP". + +2 Motivation + + The old EE was developed almost a decade ago, in the early days of + packet-switching technology. This part of the PSN has remained + stable for eight years, while the environment within which the + technology operates has changed dramatically. At the time the old EE + was developed, it was used in only one network, the ARPANET. There + are now many PSN-based networks, some of which are grouped into + internets. Originally, AHIP was the only host interface protocol, + with NCP above it. The use of X.25 is now rapidly increasing, and + TCP/IP has replaced NCP. + + This section describes the needs for more flexibility and increases + in some of the limits of the old EE, and lists the goals which this + new design should meet. + + 2.1 Benefits of a New EE + + Network growth and the changing network environment make improved + performance, in terms of increasing the PSN's throughput, an + important goal for the new EE. The new EE reduces protocol + traffic overhead, thereby making more efficient use of network + line bandwidth and transit PSN processing power. + + The new EE provides a set of network transport services which are + appropriate for both the AHIP and X.25 host interfaces, unlike the + old EE, which is highly optimized for and tightly tied to the AHIP + host interface. + + The new EE has an adjustable window facility instead of the old + EE's fixed window of eight outstanding messages between any host + pair. The old EE applies this limit to all traffic between a pair + of hosts; it has no notion of multiple independent channels or + + +Malis [Page 2] + + + +RFC 979 March 1986 +PSN End-to-End Functional Specification + + + connections between two hosts, which the new EE allows. A network + with satellite trunking, and consequently long delays, is an + example of where the new window facility increases the EE + throughput that can be attained. TACs and gateways provide + another example where the old EE's fixed window limits throughput; + all of the traffic between a host and a TAC or a gateway currently + uses the same EE connection and is subject to the limit of eight + outstanding messages, even if more than one user's traffic flows + are involved. With the new EE, this restriction no longer + applies. + + Supportability also motivates rewriting the EE software. The new + EE can be written using more modern techniques of programming + practice, such as layering and modularity, which were not as well + understood when the old EE was first designed, and which will make + the EE easier to support and to enhance. + + Finally, the new EE includes a number of new features that improve + the PSN's ability to provide services which are more closely + optimized to what our customers need for their applications. + These include new addressing capabilities, precedence levels, + end-to-end data integrity checks, and monitoring and control + capabilities. + + 2.2 Goals for the New EE + + The new EE's X.25 support is greatly improved over that provided + by the old EE. One element of this improvement is at least + halving the amount of per-message EE protocol overhead. Another + element is the unification of the different storage allocation + mechanisms used by the old EE and X.25 modules, where data + transferred between the old EE and X.25 must be copied from one + type of structure to the other. + + The new EE presents, as much as possible, a non-blocking interface + to the hosts. If a host overwhelms the PSN with traffic, the PSN + ultimately has to block it, but this should happen less frequently + than at present. + + In the old EE, all of the hosts contend for the same pool of + resources. In the new EE, fairness is enforced in resource + allocation among different hosts through per-host minimum + allocations for buffers and connection blocks as part of a general + buffer management system. This insures that no host can be + completely "shut out" of service by the actions of another host at + its PSN. + + + +Malis [Page 3] + + + +RFC 979 March 1986 +PSN End-to-End Functional Specification + + + The EE supports four precedence levels and optional (on a per- + network basis) preemption features. + + Addressing capabilities have been extended to include hunt groups. + + Instead of a fixed window of eight outstanding messages between + any host pair, the maximum window size on an EE connection is + configurable to a maximum of 127. The EE allows host pairs to set + up multiple connections, each with an independent window. + + A result of the old EE's reliance on destination buffer + reservation is that subnet packets can be lost if an intermediate + node goes down. The new EE uses source buffering with + retransmission in order to provide more reliable service. + + The new EE has a duplex peer protocol, allowing acknowledgments to + be piggybacked on reverse traffic to reduce protocol overhead. + When reverse traffic is not available, acknowledgments are + aggregated and sent together. + + The result of this development will be end-to-end software with + greater performance, supportability, and functionality. + +3 End-to-End Functionality + + This section contains the new EE's functional specification. It + describes the services provided to the various types of hosts that + are supported by the new EE, the addressing capabilities that it + makes available, the functionality required for the peer protocol, + the performance goals for the new EE, the EE's network management + specification, and provisions for testing and debugging. + + 3.1 Network Layer Services + + The most important part of designing any new system is determining + its external functionality. In the case of the new EE, this is + the network layer services and interfaces presented to the hosts. + + 3.1.1 Common Functionality + + The following three sections list details concerning the new + EE's support for the X.25, AHIP and Interoperable network layer + services. In the interest of brevity, however, additional + functionality available to all three services is listed herein: + + o In order to check data integrity as packets cross through + the network, the old EE relies on a trunk-level, + + +Malis [Page 4] + + + +RFC 979 March 1986 +PSN End-to-End Functional Specification + + + hardware/ firmware-generated, per-packet CRC code (which + is either 16 or 24 bits in size, depending on the PSN-PSN + trunk protocol in use) and a software-generated + per-packet 16-bit checksum. Neither of these are + end-to-end checks, only PSN-to-PSN checks. For the new + EE, the software checksum has been extended to be an + optional 32-bit end-to-end checksum, and the per-packet + software checksum has been reduced to a parity bit. + + The network administration now has a choice as to which + is most important, efficient utilization of network + trunks (due to the reduced size of the per-packet + headers), or strong checks on data integrity. + + Those hosts that require strong data integrity checking + can request, in their configuration, that all messages + originating from this host include a 32-bit per-message + end-to-end checksum. This checksum is computed in the + source PSN, is ignored by tandem PSNs along the path, and + is checked in the destination PSN. If the checksum does + not check, the EE's regular source retransmission + facilities are used to have the message resent. + + o The old EE's access control mechanism allows 15 separate + communities of interest to be defined, and uses an + unnecessarily complicated algorithm to define which + communities can intercommunicate. This mechanism is + being expanded to allow 32 communities of interest, + rather than the previous limit of 15. The feature that + allowed hosts to communicate with a community without + actually being a member of that community has been + removed because it was never utilized. + + o The addressing capabilities of the PSN have been improved + by the new EE. In addition to continuing to support the + old EE's logical addressing facility, hunt groups (for + both AHIP and X.25 hosts) have been added. These are + described further in Section 3.2. + + o Connection block preemption is supported on a + configurable per-network basis. If a network is + configured to use connection block preemption, then + lower-precedence connections can be closed by the PSN, + if necessary, in order to maintain configured + reserves of PSN resources for higher-precedence + connections. + + + +Malis [Page 5] + + + +RFC 979 March 1986 +PSN End-to-End Functional Specification + + + o The new EE supports congestion control and improved + resource allocation policies which ensure fairness and + graceful degradation of service under extreme load. + Certain resources can be prereserved to each host port, + and each port can also be limited in its use of shared + resources. This ensures that no host can be totally shut + out from PSN resources by the actions of other hosts at + the same PSN. In addition, each PSN is sensitive to + congestion in both of the PSNs at the endpoints of each + connection, and it can exert backpressure (flow control) + on hosts, as necessary, to prevent congestion. + + 3.1.2 X.25 + + The new EE's X.25 service represents an improvement over the + X.25 service available from the old EE. The following + paragraphs summarize the X.25 support in the new EE: + + o The new EE provides both DDN Standard and Basic X.25 + service, as described in BBN Reports 5476, "DDN X.25 Host + Interface Specification," and 5500, "C/30 PSN X.25 + Interface Specification," respectively. In addition, the + description of DDN Standard Service, Version 2, is found + in Section 3.1.4 of this document. + + o All data packets and call requests are source-buffered in + the source PSN to provide a better level of reliability + for network traffic. This should keep the network from + issuing a reset on an open connection as a result of a + lost packet in the subnet or any other occasional + subnetwork failure. Except in cases of extreme network + or node congestion, recovery from lost subnet packets is + automatic and transparent to the end user or host. + + o Both local and end-to-end significance for host window + advancement (based upon the D bit from the host) are + planned, but only end-to-end significance is included in + the initial release (the old EE did not include local + significance). The D bit is passed through the network + transparently. + + 3.1.3 AHIP + + Another service provided by the new EE is defined in BBN Report + 1822, "Specifications for the Interconnection of a Host and an + IMP", as amended by Report 5506, "The ARPANET 1822L Host Access + Protocol". This ARPANET Host-IMP Protocol (AHIP) service is + + +Malis [Page 6] + + + +RFC 979 March 1986 +PSN End-to-End Functional Specification + + + supported in a backwards-compatible manner by the new EE; since + this is a BBNCC-private protocol, the new EE can improve the + service to better match its current uses (the AHIP protocol was + first designed over twelve years ago). The main changes to + AHIP are to remove the absolute eight-message-in-flight + restriction for connection-based traffic, and to improve the + PSN's "datagram" support for non-connection-based traffic. + + For this new support, datagram service is planned (for PSN + Release 8.0) to include fragmentation and reassembly by the + network, but without requiring the network overhead used by + connections, and without the reliability, message sequencing, + and duplicate detection that connections provide. However, + "destination dead" indications will be provided to the source + host where possible and appropriate. + + With the new EE, hosts are also able to create multiple + connections between host pairs by using the 8-bit "handling + type" field to specify up to 256 different connections. The + field is divided into high-order bits that specify the + connection's precedence, and low-order bits that distinguish + between multiple connections at the same precedence level. + Since the new EE is using four precedence levels, the handling + type field is used to specify 64 different connections at each + of the four precedence levels. + + AHIP connections will continue to be implicitly created and + automatically torn down after a configurable period (nominally + three minutes) of inactivity, or because of connection block + contention. + + To summarize the new end-to-end's AHIP support: + + o The old EE's AHIP services are supported in a + backwards-compatible manner (except where listed below). + + o The old EE's uncontrolled (subtype 3) message service + will be replaced, in PSN Release 8.0, by the datagram + service mentioned above. This service will provide + fragmentation and reassembly, so that there is no special + restriction on the size of datagrams; will not insure + that messages are delivered in order or unduplicated, or + provide a delivery confirmation; will notify the source + host if the destination host or PSN is dead; will not + require the connection block overhead associated with + connections; and may lose messages in the subnet, without + notification to the source host, in the event of subnet + + +Malis [Page 7] + + + +RFC 979 March 1986 +PSN End-to-End Functional Specification + + + congestion or component failures. This service could be + useful for applications that do not need the absolute + reliability or sequentiality of connections and therefore + wish to avoid their associated overhead. + + Datagrams are not supported by the new EE in PSN Release + 7.0. + + o Connections no longer have the old EE's "eight messages + in flight" restriction, and a pair of hosts can be + connected with up to 256 simultaneous implicit + connections. In addition, multiple precedence levels are + supported. + + o The new EE supports interoperability between AHIP and + X.25 hosts (see Section 3.1.4 for further details). + + o AHIP local, distant, and HDH (both message and packet + mode) hosts are supported. The new EE does not support + VDH hosts. VHA and 32-bit leaders are supported. + + o Packet-mode HDH has been extended to allow longer packet + data frames (see BBN Report 1822, Appendix J, for a + description of the HDH protocol). Middle packet frames + can now contain up to 128 octets of data, rather than the + previous 126 (although there must still be an even number + of octets per frame). Last packet frames can now contain + up to 127 octets of data, rather than the previous 125, + and the number of octets need not be even. However, the + maximum total message size is still 1007 data octets. The + PSN uses these new packet frame size limits when sending + packet frames to packet-mode HDH hosts unless the host is + configured to allow only 126-octet frames. In addition, + there are restrictions on packet-mode HDH when + interoperating with DDN Standard X.25 hosts; these + restrictions are discussed in Section 3.1.4. + + 3.1.4 Interoperability (DDN Standard X.25) + + One of the main goals of the new EE is to provide + interoperability between AHIP and X.25 hosts. On the surface, + this may appear difficult, since the two host access protocols + have little in common: X.25 presents a connection-oriented + interface with explicit windowing, while AHIP presents a + reliable datagram-oriented interface with implicit flow + control. However, they both have the same underlying + + + +Malis [Page 8] + + + +RFC 979 March 1986 +PSN End-to-End Functional Specification + + + functionality: they allow the hosts to submit and receive + messages, and they both provide a reliable and sequenced + delivery service. + + The key to interoperability is the fact that in the new EE, + both X.25 and AHIP connections use the same underlying + protocols and constructs. The new EE has AHIP and X.25 Level 3 + modules that translate between the specific host protocols and + the EE mechanisms. Since these Level 3 host modules share a + common interface with the EE, the fact that the two hosts on + either side of an EE connection are not using the same access + protocol is largely hidden. + + As a result, the new EE supports basic interoperability. + However, there are some special cases that need to be mapped + from one protocol to the other, or just not supported because + no mapping exists. For example, AHIP has no analogue of X.25's + Interrupt packet, while X.25 does not support an unreliable + datagram service such as AHIP's subtype 3 messages. For each + of these cases, the recommendations of BBN Report 5476, "DDN + X.25 Host Interface Specification," have been followed. + + The interoperable service provided by the new EE is called DDN + Standard Service, Version 2. Standard Service, Version 1, is + defined in BBN Reports 5760, "Preliminary Interoperable + Software Design," and 5900 Revision 1, "Supplement to BBN + Report Nos. 5476 and 5760". + + The major differences between Versions 1 and 2 are: + + o Version 2 offers improved performance over Version 1. + + o The EE now provides four precedence levels. Therefore, + the four precedence levels allowed in the DDN-private + Call Precedence Negotiation are mapped directly to subnet + precedence levels, instead of being collapsed into two + subnet precedence levels as in Version 1. + + o On an interoperable connection, the X.25 protocol ID in + an X.25-originated message is translated to an AHIP link + number (the upper eight bits of the message-ID field) + using a lookup table. Version 1 supports only the IP + protocol ID and corresponding link number of 155 + (decimal). Version 2 allows new values to be added to + the lookup table. At present, IP is the only protocol + supported. In addition, the AHIP link number is also + used to distinguish one connection from another. This + + +Malis [Page 9] + + + +RFC 979 March 1986 +PSN End-to-End Functional Specification + + + guarantees that when an AHIP host is sending messages to + an X.25 host, messages using different link numbers come + into the X.25 host on different X.25 connections. + + o Since a "translation module" is no longer necessary in + the PSN, interoperable connections now have end-to-end + significance, with a direct correspondence between X.25 + RRs and AHIP RFNMs. This preserves the meaning of the + RFNM as defined in Report 1822. Although Release 7.0 + only offers end-to-end significance, the D bit is passed + transparently on Standard Service connections between two + X.25 hosts. + + o Up to 256 simultaneous connections are supported between + host pairs that are using the same addresses and + precedence levels. Version 1 only supported one such + connection. + + The following Version 1 services are not offered by Version 2: + + o Permanent Virtual Circuits. + + o X.25 protocol bypass (a BBN-private service). + + A number of items in Report 5760 were the subject of some + discussion, and three of them need to be specifically mentioned + here. First, for DDN Standard Service, Version 1, + acknowledgments have local significance only, and the D bit + must be set to 0 in the call request. In DDN Standard Service, + Version 2, only end-to-end significance is being provided, as + was mentioned above. For backwards compatibility with Version + 1, the D bit can be set to 0 or 1 in a call, but hosts are + advised that only end-to-end significance is provided in + Version 2. + + Second, non-standard Default Precedence is not supported by + either Standard Service Version 1 or Version 2. Support for + this facility in Version 1 was withdrawn at the request of DCA. + + Third, although DTEs are allowed to request maximum packet + sizes of 16, 32, and 64 octets, the DCE always negotiates up to + 128 octets, as per Section 6.12 ("Flow Control Parameter + Negotiation") of the CCITT 1984 X.25 Recommendation. This is + true of both Version 1 and Version 2. Since IP and TCP are + required when Standard Service is in use, this is a reasonable + restriction (due to the length of IP and TCP headers). + + + +Malis [Page 10] + + + +RFC 979 March 1986 +PSN End-to-End Functional Specification + + + One issue must be raised concerning interoperability between + X.25 and packet-mode HDH hosts. In order to efficiently + interoperate, packet-mode HDH hosts should completely fill + their middle packet frames with 128 octets of data. + Packet-mode HDH hosts that send or require receiving middle + packet frames with less than 128 octets of data can still + interoperate with X.25 hosts, but at a greater expense of PSN + CPU resources per message. + + 3.2 Addressing + + The old EE supports, for both AHIP and X.25 hosts, two forms of + host addressing, physical and logical. + + Physical addressing consists of identifying a host port by the + combination of its PSN number and the port number on that PSN. + Logical addressing allows an arbitrary 16-bit "name" to refer to a + list of one or more host ports. The EE tries to open a connection + to one of the ports in the list according to the criterion chosen + for that name: first reachable in the ordered list, closest port + (in terms of routing delay), or round-robin load sharing. + + For the new EE, logical addressing is supported on an explicit + per-connection basis: all logical-to-physical address translations + take place in the source PSN when a connection is established. + Once this translation has occurred, all data messages on the + connection are sent to the same physical address. + + In addition, hunt groups are also now supported for both X.25 and + AHIP hosts. This new capability allows host ports on a + destination PSN to be combined into a "hunt group". The ports + share the same group identifier, and incoming connections are + evenly spread over the ports in the group. This differs from + logical addressing's load sharing, where all name translations + take place in the source PSN, the different ports can be on any + number of PSNs, and the load sharing is on a per-source-PSN basis. + By contrast, all of the host ports in a hunt group are on the same + PSN, the group-to-port resolution takes place in the destination + PSN, and the load sharing of incoming connections can be + guaranteed over the ports by the destination PSN. For X.25, hunt + groups comply with Section 6.24 of the 1984 X.25 Recommendation. + Note that Called Line Address Modification is not supported. + + + + + + + +Malis [Page 11] + + + +RFC 979 March 1986 +PSN End-to-End Functional Specification + + + 3.3 Protocol Functionality + + The EE peer protocol runs between EE modules in PSNs on either end + of an EE connection. This protocol and its mechanisms have to + perform the following functions: + + o Provide full duplex connections (the old EE provides simplex + connections, and any two-way traffic, such as that generated + by TCP, requires two subnet connections). + + o Open a connection and optionally send a full message's worth + of data as a part of the open request (the old EE requires a + separate opening sequence in each direction before data can + flow). + + o Reliably send connection-oriented messages, properly + fragmented/reassembled and sequenced. + + o Close (clear) a connection (normally, or in a "clean-up" + mode after a host or PSN dies). + + o Reset a connection (like the X.25 reset procedure). + + o Be able to send a limited amount of out-of-band traffic + associated with a connection (like the X.25 interrupt). + + o Use source buffering with message retransmission (after a + timeout) to insure delivery (the old EE depends on + destination buffer preallocation, which adds protocol + overhead and cannot recover from lost packets in the + subnet). + + o Use an internal connection window of up to 127 messages. + + o Support two types of ACKs, Internal ACKs (IACKs) and + External ACKs (EACKs), which are further described following + this list + + o Have an inactivity timer for each connection. For AHIP and + Standard X.25, the connection is closed if the timer fires. + For Basic X.25, the EE uses an internal Hello/I-Heard-You + sequence with the PSN on the other end of the connection to + check if the other end's host or PSN is still alive. If + not, then the connection is closed. + + o Be able to gracefully handle resource shortages and avoid + reassembly lockup problems. + + +Malis [Page 12] + + + +RFC 979 March 1986 +PSN End-to-End Functional Specification + + + As mentioned above, the protocol supports two types of + acknowledgments, IACKs and EACKs. Both types of ACKs apply to + messages only; individual packets are not acknowledged. Since + windowing is being used, an individual ACK can be used to + acknowledge more than one message. + + IACKs are used to cancel the retransmission timer and free source + buffering, and are sent when a message has been completely + reassembled and delivered from the EE to either the AHIP or X.25 + level 3 module. This allows the EE to avoid unnecessary message + retransmissions, and speeds up the process of freeing source + buffering when destination hosts are slow to accept messages or, + in the case of X.25, slow to advance the PSN's window to the + destination (X.25 does not specify any time limit for a host to + acknowledge that it received a message). + + EACKs are used to advance the end-to-end window and to cause one + or more end-to-end X.25 RRs or AHIP RFNMs to be sent to the source + host. An EACK is sent when an X.25 host acknowledges a message or + when an AHIP host actually receives it. + + Both types of ACKs are piggybacked, if possible, on reverse + traffic to the source PSN (for any connection). Whenever a packet + is sent to another PSN, it is filled to the maximum allowed + subnetwork packet size with any outstanding ACKs that may be + waiting to be sent to that PSN. After a configurable period, all + outstanding ACKs for the same PSN are aggregated together and + sent. In addition, succeeding ACKs for the same connection can be + combined into one, and EACKs can be used to imply that a message + is being IACKed as well (if the destination host is speedy enough + when receiving or acknowledging messages to allow IACKs and EACKs + to be combined). + + This ACK aggregation timer interacts with the source buffering + retransmission timer in the following manner: whenever a message + is sent from a host on one PSN to a host on a second PSN, an IACK + is sent back to the first PSN when the message has been completely + reassembled by the destination EE, and an EACK is sent when it has + been delivered (and perhaps ACKed) by the destination host. The + IACK must make it back to the source PSN within the limits of the + retransmission timer, or unnecessary retransmissions could be sent + across the network. This limits the ACK aggregation timer to + being shorter than the source buffering retransmission timer. + + If the destination host is quick enough when accepting traffic + from its PSN (with respect to the ACK aggregation timer), then the + EACK can be combined with the IACK, and only the EACK would be + + +Malis [Page 13] + + + +RFC 979 March 1986 +PSN End-to-End Functional Specification + + + sent. If the destination host is even quicker, multiple IACKs and + EACKs could be combined into one EACK. In the best case, if there + is a steady stream of traffic going between the two PSNs in both + directions (but not necessarily over the same connection or even + between the same pairs of hosts in each direction), then all of + the IACKs and EACKs could be piggybacked on data packets and cause + no additional network packets other than the data packets already + required to send the data messages across the network. In the + worst case, however, such as when there is only a one-way flow + from a source PSN to a destination PSN and the destination host is + very slow to accept the messages from the network, then each data + message could result in separate IACKs and EACKs being sent back + to the source PSN in individual packets. However, even though the + IACKs may cause additional packets to cross the network, they are + still less expensive than the source retransmissions that they are + used to prevent, and they also serve to free up valuable source + buffering space. + + 3.4 Performance and Capacity Goals + + Performance and capacity goals for the new EE include: + + o Throughput: The AHIP host-host and host-trunk maximum + throughput (in packets/second) will be at least as good as + at present, and should improve for those situations that + currently entail traffic limitations based upon the old EE's + underlying protocol. The current X.25 intrasite host-host + and host-trunk throughput will each improve by at least 50%. + The store-and-forward throughput for the new EE's X.25-based + traffic will improve by at least 100%. + + o Connections: The new EE will support at least 500 + simultaneous connections per PSN, and will be able to handle + at least 50% more call setups per second than at present. + + o Buffering: The EE will have at least 400 packet buffers + available to source-buffer and/or reassemble messages. + + o Network size: The EE protocol and module will use data + structure and message field sizes sufficient to support at + least up to 255 hosts per PSN and 1023 PSNs per network + (however, other PSN protocols and modules presently + constrain these figures to 63 hosts per PSN and 253 PSNs per + network). + + o Other: The EE will support four message precedence levels + + + +Malis [Page 14] + + + +RFC 979 March 1986 +PSN End-to-End Functional Specification + + + and a maximum message length of 1024 bytes. For logical + addressing, the EE will support at least 1024 logical names + and at least 2048 address mappings per network. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Malis [Page 15] + -- cgit v1.2.3