SMOG: A Cloud Platform for Seamless Wide Area Migration of Online Games Virajith Jalaparti, Matthew Caesar, Seungjoon Lee, Jeffery Pang, Jacobus Van der Merwe.
Download ReportTranscript SMOG: A Cloud Platform for Seamless Wide Area Migration of Online Games Virajith Jalaparti, Matthew Caesar, Seungjoon Lee, Jeffery Pang, Jacobus Van der Merwe.
SMOG: A Cloud Platform for Seamless Wide Area Migration of Online Games Virajith Jalaparti, Matthew Caesar, Seungjoon Lee, Jeffery Pang, Jacobus Van der Merwe The Cloud on the rise… Advantages of using the cloud • Cheaper to use • On-demand • Easier maintenance Multi-million dollar industry 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 2 Hosting games on the cloud? • Cloud is especially suited for – Games hosted by individuals- e.g. Counter Strike – Games with a smaller player population Problem: Games have stringent Q0S demands 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 3 How do we design a cloud platform for online games? 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 4 What do online games require? • Measurement study on Counter Strike: Source – Top 1000 servers from Game Tracker • Determine server stats using qstat – tcpdump trace from a popular CSS server in Portland[1] • Provides information about players IPs [1] http://www.thefengs.com/wuchang/work/cstrike/ 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 5 Requirement 1: Dynamic Allocation of Resources • Peak loads shift with time of day: – Peak in PST associated with trough in GMT – Move the servers in (say) London to San Francisco 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 6 Requirement 2: Migration of Servers Distribution of players in trace from Portland CSS Server Best server position varies dynamically with time Move the server as player population moves 2pm EDT, 7pm CET Majority players from Western Europe (CET) 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 7pm EDT, 12am CET Majority players from US East Cost (EDT) 7 Requirement 3: Seamless Migration • Session times vary from ~10sec to ~3hrs – Need seamless migration for un-interrupted gameplay 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 8 Games need dynamic, seamless migration of servers Latency, QoS Requirements Solution: A platform for Seamless Migration of Online Games (SMOG) 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 9 Outline • • • • • • Motivation Requirements for hosting games How does SMOG work? SMOG: Implementation Evaluation: User study Conclusion 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 10 SMOG: Goals Dynamic, Seamless wide-area migration Application agnostic No application or network modifications 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 11 SMOG Overview • Enables migration of game servers across the wide-area with minimal downtime • Integrates network route control with virtual machine migration – Uses VLANs between datacenters to extend LAN VM migration techniques – Uses orchestrated BGP announcements to enable wide-area reachability 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 12 Seamless wide-area migration with SMOG DC A DC B GS PS LAN Switch Datacenter Router PS Swa Datacenter Network Va Ra Swb VPLS Endpoint Vb BGP /29 Provider Edge router PEa PEb Rb BGP /31 Wide-area network - Advertise a Migrated more prefix (/31) through Rb and withdraw the /29 from Ra -- GS Initially migrates GS isspecific toreachable B using the through VLAN PEa (Va Ra PEa PEb BGP Vb) /29 prefix GS from DC Ausing to DC B - External BGP routing traffic - GS issues an ARPshifts and isthe then reachable via Ra SWa Va PEa PEb the wide-area network Vb across SWb 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 13 Server placement in SMOG • Where to place the game server? – Optimized for Network QoS • Latency, variability in RTT etc. • Formulated as Generalized assignment problem – Efficient approximation solutions[2] – Used in SMOG to determine best server location [2] D. Shmoys and E. Tardos. An approximation algorithm for the generalized assignment problem, 1993 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 14 Outline • • • • • • Motivation Requirements for hosting games How does SMOG work? SMOG: Implementation Evaluation: User study Conclusion 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 15 SMOG: Implementation • Implemented a real prototype of SMOG on Shadownet – Operational trial network with carrier-grade equipment • Prototype: – Xen 3.4.3 used as hypervisor for virtual machines 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 16 SMOG: Implementation • SMOG extends Xen’s migration capabilities – Migrate server from DC A to DC B – Data transferred incrementally in phases T1 VM suspended at DC A Wait on DC A T3 T4 First packet received by VM T2 Migration starts at DC A T5 All data received at DC B VM starts at DC B Timeline ~450msec for Modified default Xen Downtime ~150msec Xen • Modified Xen to remove the wait condition 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 17 Outline • • • • • • Motivation Requirements for hosting games How does SMOG work? SMOG: Implementation Evaluation: User study Conclusion 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 18 Evaluation: User Study • Goal: Understand effect of SMOG on user game play experience – Do users notice migration downtime? – Does migration effect user performance? 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 19 User Study: Procedure GS RTT = 50 or 200 msec RTT = 50 or 200 msec Emulated wide-area network • Four gameplay scenarios – Low RTT (L), High RTT (H) – Migration (M), No migration (NM) 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 20 User Study: Procedure • Game play: – Death match on q3dm1 map of Quake-III – User plays against a bot in 1-min rounds • 24 users in total • Metrics: – User ratings: 1-10 scale based on “perceived lag” – Kill count: Measures user’s performance 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 21 User Study: Results (L-NM, LL-M) = (10, 9) % difference = -10% • Difference between ratings vary between -15% to 10% – Centered around zero Migration in SMOG is not perceived by users 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 22 User Study: Results • User kills for L-NM and LL-M are statistically same • Migration from high latency to low latency is helpful Migration in SMOG doesn’t affect player performance 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 23 Conclusion • Games require dynamic, seamless migration of servers • SMOG enables seamless migration of online games in the wide-area • Evaluation results show SMOG is feasible and beneficial to users 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 24 Thank you! 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 25 Back up slides 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 26 SMOG: Architecture SMOG Service Controller SMOG Node Controller (SNC) Physical Server (PS) Game Server (GS) Datacenter Network (DN) SHP SNC Wide-Area Network PS DN SMOG Hosting Platform (SHP) Player 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 27 Migration Benefits 11/5/2015 SMOG: Platform for Seamless Migration of Online Games 28