Transcript Document
LANS, performance and Client/Server design issues
CP3397 Network design and security Lecture 3
Basic performance definitions
Bandwidth Raw data rate of links Capacity Theoretical limit of data transfer Measured over the network, sub-net or link Throughput Actual data transmitted (e.g. packets per second) Limited by protocol overhead, delays, latency etc
Throughput v Capacity
Optimum 100% Max throughput Actual 0% Load
Basic performance definitions
Latency End-to-end delay, comprising propagation delay (near speed of light), transmission delay (media speed), store-and-forward delay (bridge/switch/router buffering), processing delay (action on protocol elements) Sensitivity to delay is application dependent video is very sensitive and virtual terminal (Telnet) is medium sensitive (user dependent)
Basic performance definitions
Jitter The variability of latency Buffering can smooth the delay Media access delay LAN access delay depends on Access scheme used No. of contending devices Accuracy Data corruption Bit error rate on WAN links < 1 in 10 6 on LANs
Key performance relationships
Payload (TCP/IP over Ethernet) Payload = MTU – ( TCP Overhead + IP Overhead + MAC Overhead ) MTU is maximum transmission unit Overheads are: TCP 20 bytes; IP 20 Bytes; MAC 18 bytes Maximum packet rate PPS max = Channel Speed (8 bits x PDU size ) For example at 64 kbps with 128 byte PDUs PPS max =64000/(8 x 128) = 62.5 pps
Performance issues
Different network types have different maximum packet/frame sizes Overlarge packets need fragmentation and re-assembly to be transmitted limits throughput reduces performance Compression can be used to improve performance on slower speed links
Key performance relationships
Packet rate and link speed Ensure links do not exceed PPS max Error probability and frame size Larger packets are more likely to contain an error Protocol efficiency E E= S data _ [R(S data +S prot +S ack )] S data = data size; S prot =protocol overhead; S ack = ack size R = expected number of transmissions per packet Or R=1+packet error rate e.g 1.001
if 1 in 1000 errors
Typical bottlenecks
Shared services (centralised servers etc) Multi-user applications and databases Low-speed NICs Shared LAN segments Low-bandwidth WAN links Core routing and switching components Firewalls (particularly public-facing) Inappropriate compression usage
Main types of server
File Servers Database Servers Transaction Servers GroupWare Servers Web Servers
Middleware
Resides between the client and server Gives the single system image Typically a major component in a NOS Provides: directory services, network security etc Contains proprietary elements where required
Scalable Client Server
For the single User Client, middleware and most of the business services on a single machine For the SME Use of small LAN Often involves multiple clients talking to a local server For the Enterprise Connection of multiple servers across a network To utilise fully requires low cost, high speed bandwidth
Features of Server S/W
Wait for client initiated requests Execute many requests at the same time Are able to prioritise requests Can run activities in background Are resilient and keep running Main contenders; Netware Windows (and NT) Server Unix/Linux
Features of Client S/W
Communicate service requests to a server Needs to be robust Provide protection from programs that crash Provide a mechanism for file transfer Provide multi tasking Allow background processes to take place
Client/Server bottlenecks
Client and servers are subject to constraints from Memory CPU cycles Network and disc input/output System bus throughput
Client/Server Design Issues
User requirements (applications, response rate, latency etc) NOS (free choice or pre-determined) Topology (technology determined) Server placement (on the network) Thick/thin client (balance of services) Groupware (CSCW) use Maintenance (ability/cost)
Protocol Issues
TCP/IP protocol performance depends on The implementation/stack used The OS and platform Packet size distribution of the application Background traffic characteristics of the contended paths LAN, MAN, WAN media properties , overheads and BERs Intermediate device-forwarding characteristics TCPs sliding window behaviour
Typical bottlenecks
The LAN/WAN interface WANs are typically an order of magnitude slower Routers need to buffer WAN traffic Buffers require sufficient memory Insufficient buffer space leads to more re transmissions – lowering efficiency Queuing/buffering also increases end-to-end latency Some applications may not tolerate high latency, timeout and re-transmissions will occur increasing the problem
Data modelling
Gather information of the users to derive Application maps Which are used and where Data flow How much data flows from machine to machine Traffic types Terminal/host, Client/Server, Peer-to-peer, Server-to server, Distributed entity traffic Local:Remote 80:20 50:50 in modern intranets Build user-type and server profiles Traffic matrices Characterise data in and data out of each site
Hierarchical network design
Three-layer architecture Backbone layer High-speed switching layer Mesh design for resilience/minimise outages Distribution layer Link points between campus LANs and core backbone Access layer End user interface Typically LAN environment
Advantages of hierarchical network design
Scalability Easier to add to the network Manageability Easier to identify location of problems Broadcast traffic segmentation Traffic confined to smaller broadcast domains Less traffic over expensive links
Ethernets
Generic Ethernet design rules Max. stations in a collision domain =1024 (collision domain is where the time taken to transmit a min. frame is shorter than the time to detect a collision) Only use repeaters at link-ends Avoid exceeding standard specs No more than 4 repeaters in a collision domain No more than 3 coax segments in a collision domain Inter-repeater links are best implemented by fibre (10baseFL, 10baseFB) or 10baseT 10base5, 10base2 and 10baseT can be mixed if wanted
LAN performance considerations
Fixed parameters Bit rate, slot time etc Variable factors Packet length distribution No.of hosts in a collision domain Arrival rate of frames Average length of cable Distance between nodes Average medium acquisition time
Ethernet design rules
To optimise performance Use shorter cables - Long cables increase collision detection time Do not attach too many nodes to a segment Use largest possible packet size – this reduces collisions Try not to mix real-time and heavy bulk data traffic in the same collision domain
VLANs
Logical hierarchy imposed on a flat switched network allowing Scalability Formation of workgroups Simplified admin Better security
Wireless LANs
Use Wireless LAN access points(WLAP) Simplest LAN use single WLAP Effectively a wireless star topology Multiple WLAPs can be used Can incorporate wired and wireless segments WLAPS can support 10-50 clients Over a 30-60m radius (depends on radio transmission environment) Wireless LANs can simplify installation and reduce costs – especially in smaller and older buildings
Summary
Good design should optimise performance Many factors affect performance Technology Software tuning Physical environment The interaction of all network components needs to be considered