An Evaluation of Transport Protocols in Peer-to-Peer Media Streaming

Jeng-Yuh Chang, Xiao Su
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引用次数: 3

Abstract

To solve the scalability issue of the traditional client-server architecture, many media streaming applications have adopted peer-to-peer (P2P) architecture in their implementations. Because of the success of using TCP in client-server streaming applications, most P2P streaming applications also use TCP as their transport protocol. On the other hand, some researchers argue that UDP is a better choice of transport protocol, as it is light-weight and meets the requirements of real-time streaming. However, there is no comparison study of using two transport protocols in global deployment of P2P applications. In this paper, we describe our efforts along this line. We first describe the designs of two P2P streaming systems: one using TCP, and the other using UDP. To simulate real deployment scenarios, both systems are developed based on similar designs used in current popular P2P streaming software products and comparative experiments are carried out on PlanetLab, a global Internet simulation platform.
点对点媒体流传输协议的评估
为了解决传统客户机-服务器架构的可伸缩性问题,许多流媒体应用程序在实现中采用了点对点(P2P)架构。由于在客户端-服务器流应用程序中使用TCP的成功,大多数P2P流应用程序也使用TCP作为其传输协议。另一方面,一些研究人员认为UDP是更好的传输协议选择,因为它轻量级并且满足实时流的要求。然而,目前还没有在P2P应用的全球部署中使用两种传输协议的比较研究。在本文中,我们描述了我们在这方面的努力。我们首先描述了两个P2P流媒体系统的设计:一个使用TCP,另一个使用UDP。为了模拟真实的部署场景,这两个系统都是基于当前流行的P2P流媒体软件产品中使用的类似设计开发的,并在全球互联网仿真平台PlanetLab上进行了对比实验。
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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