A transport layer approach for improving interactive user experience on thin clients

Yukio Ogawa, G. Hasegawa, M. Murata
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引用次数: 3

Abstract

Return network traffic (from servers to clients) in thin-client systems is modeled as a mixture of interactive data flows corresponding to keystrokes and bulk data flows related to screen updates. Users are very sensitive to delay and jitter of the former flows. Thus our goal is to minimize the latency of interactive data transfer without increasing latency of bulk data transfer. Through simulation experiments, we determine that the main factors causing end-to-end delay in the interactive data transfer are queuing delay in the router and buffering delay in the server. When we apply two techniques: priority queuing of interactive data flows at the router and using TCP SACK option, the average end-to-end delay can be reduced. However, several servers could take more than a second to send large bulk data flows; this delays the transmission of following interactive data flows. We then develop TCP optimization mechanisms: modifying recalculation of the retransmission timeout value and temporarily turning off the TCP SACK control, and demonstrate that they can overcome the negative effects of the existing techniques.
一种传输层方法,用于改善瘦客户机上的交互式用户体验
瘦客户机系统中的返回网络流量(从服务器到客户机)被建模为与击键相关的交互式数据流和与屏幕更新相关的批量数据流的混合。用户对前一种流的延迟和抖动非常敏感。因此,我们的目标是在不增加批量数据传输延迟的情况下最小化交互式数据传输的延迟。通过仿真实验,我们确定了导致交互数据传输端到端延迟的主要因素是路由器的排队延迟和服务器的缓冲延迟。当我们在路由器上应用交互数据流的优先级排队和使用TCP SACK选项两种技术时,可以减少端到端平均延迟。然而,一些服务器可能需要超过一秒的时间来发送大量数据流;这将延迟后续交互数据流的传输。然后,我们开发了TCP优化机制:修改重传超时值的重新计算和暂时关闭TCP SACK控制,并证明它们可以克服现有技术的负面影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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