论文标题
TCP变体对MMORPG共存和最佳交通的影响
The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic
论文作者
论文摘要
我们通过将World of Warcraft(WOW)和基于文件传输协议(FTP)作为示例来研究大量多人在线角色玩游戏(MMORPG)和其他TCP应用程序之间的TCP流量共存。我们的重点是发件人缓冲区大小和FTP交叉交叉交叉对(MMORPG)游戏流量的排队延迟的影响。通过使用NS2模拟了与ADSL访问网络中现实生活状况相对应的网络方案。已经考虑了三种TCP变体,即TCP麻袋,TCP新的Reno和TCP Vegas。结果表明,TCP Vegas在与游戏流量竞争时能够保持恒定的速度,因为它可以通过不增加发件人窗口尺寸来防止数据包丢失和高排队延迟。另一方面,TCP麻袋和TCP新Reno倾向于不断增加发件人窗口的大小,从而有可能允许更高的数据包丢失并导致游戏流量不希望的延迟。在缓冲尺寸方面,我们已经确定较小的缓冲区对MMORPG应用程序更好,而较大的缓冲区会导致更高的总体延迟。
We study TCP flows coexistence between Massive Multiplayer Online Role Playing Games (MMORPGs) and other TCP applications, by taking World of Warcraft (WoW) and a file transfer application based on File Transfer Protocol (FTP) as an example. Our focus is on the effects of the sender buffer size and FTP cross-traffic on the queuing delay experienced by the (MMORPG) game traffic. A network scenario corresponding to a real life situation in an ADSL access network has been simulated by using NS2. Three TCP variants, namely TCP SACK, TCP New Reno, and TCP Vegas, have been considered for cross-traffic. The results show that TCP Vegas is able to maintain a constant rate while competing with the game traffic, since it prevents packet loss and high queuing delays by not increasing the sender window size. TCP SACK and TCP New Reno, on the other hand, tend to continuously increase the sender window size, thus potentially allowing higher packet loss and causing undesired delays for the game traffic. In terms of buffer size, we have established that smaller buffers are better for MMORPG applications, while larger buffers contribute to a higher overall delay.