Design Of A Modern Cache

Caching is a common approach for improving performance, yet most implementations use strictly classical techniques. In this article we will explore the modern methods used by Caffeine, an open-source Java caching library, that yield high hit rates and excellent concurrency. These ideas can be translated to your favorite language and hopefully some readers will be inspired to do just that.

Eviction Policy

A cache’s eviction policy tries to predict which entries are most likely to be used again in the near future, thereby maximizing the hit ratio. The Least Recently Used (LRU) policy is perhaps the most popular due to its simplicity, good runtime performance, and a decent hit rate in common workloads. Its ability to predict the future is limited to the history of the entries residing in the cache, preferring to give the last access the highest priority by guessing that it is the most likely to be reused again soon.

Modern caches extend the usage history to include the recent past and give preference to entries based on recency and frequency. One approach for retaining history is to use a popularity sketch (a compact, probabilistic data structure) to identify the “heavy hitters” in a large stream of events. Take for example CountMin Sketch, which uses a matrix of counters and multiple hash functions. The addition of an entry increments a counter in each row and the frequency is estimated by taking the minimum value observed. This approach lets us tradeoff between space, efficiency, and the error rate due to collisions by adjusting the matrix’s width and depth.

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Window TinyLFU (W-TinyLFU) uses the sketch as a filter, admitting a new entry if it has a higher frequency than the entry that would have to be evicted to make room for it. Instead of filtering immediately, an admission window gives an entry a chance to build up its popularity. This avoids consecutive misses, especially in cases like sparse bursts where an entry may not be deemed suitable for long-term retention. To keep the history fresh an aging process is performed periodically or incrementally to halve all of the counters.

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W-TinyLFU uses the Segmented LRU (SLRU) policy for long term retention. An entry starts in the probationary segment and on a subsequent access it is promoted to the protected segment (capped at 80% capacity). When the protected segment is full it evicts into the probationary segment, which may trigger a probationary entry to be discarded. This ensures that entries with a small reuse interval (the hottest) are retained and those that are less often reused (the coldest) become eligible for eviction.

database

search

As the database and search traces show, there is a lot of opportunity to improve upon LRU by taking into account recency and frequency. More advanced policies such as ARC, LIRS, and W-TinyLFU narrow the gap to provide a near optimal hit rate. For additional workloads see the research papers and try our simulator if you have your own traces to experiment with.

Expiration Policy

Expiration is often implemented as variable per entry and expired entries are evicted lazily due to a capacity constraint. This pollutes the cache with dead items, so sometimes a scavenger thread is used to periodically sweep the cache and reclaim free space. This strategy tends to work better than ordering entries by their expiration time on a O(lg n) priority queue due to hiding the cost from the user instead of incurring a penalty on every read or write operation.

Caffeine takes a different approach by observing that most often a fixed duration is preferred. This constraint allows for organizing entries on O(1) time ordered queues. A time to live duration is a write order queue and a time to idle duration is an access order queue. The cache can reuse the eviction policy’s queues and the concurrency mechanism described below, so that expired entries are discarded during the cache’s maintenance phase.

Concurrency

Concurrent access to a cache is viewed as a difficult problem because in most policies every access is a write to some shared state. The traditional solution is to guard the cache with a single lock. This might then be improved through lock striping by splitting the cache into many smaller independent regions. Unfortunately that tends to have a limited benefit due to hot entries causing some locks to be more contented than others. When contention becomes a bottleneck the next classic step has been to update only per entry metadata and use either a random sampling or a FIFO-based eviction policy. Those techniques can have great read performance, poor write performance, and difficulty in choosing a good victim.

An alternative is to borrow an idea from database theory where writes are scaled by using a commit log. Instead of mutating the data structures immediately, the updates are written to a log and replayed in asynchronous batches. This same idea can be applied to a cache by performing the hash table operation, recording the operation to a buffer, and scheduling the replay activity against the policy when deemed necessary. The policy is still guarded by a lock, or a try lock to be more precise, but shifts contention onto appending to the log buffers instead.

In Caffeine separate buffers are used for cache reads and writes. An access is recorded into a striped ring buffer where the stripe is chosen by a thread specific hash and the number of stripes grows when contention is detected. When a ring buffer is full an asynchronous drain is scheduled and subsequent additions to that buffer are discarded until space becomes available. When the access is not recorded due to a full buffer the cached value is still returned to the caller. The loss of policy information does not have a meaningful impact because W-TinyLFU is able to identify the hot entries that we wish to retain. By using a thread-specific hash instead of the key’s hash the cache avoids popular entries from causing contention by more evenly spreading out the load.

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In the case of a write a more traditional concurrent queue is used and every change schedules an immediate drain. While data loss is unacceptable, there are still ways to optimize the write buffer. Both types of buffers are written to by multiple threads but only consumed by a single one at a given time. This multiple producer / single consumer behavior allows for simpler, more efficient algorithms to be employed.

The buffers and fine grained writes introduce a race condition where operations for an entry may be recorded out of order. An insertion, read, update, and removal can be replayed in any order and if improperly handled the policy could retain dangling references. The solution to this is a state machine defining the lifecycle of an entry.

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In benchmarks the cost of the buffers is relatively cheap and scales with the underlying hash table. Reads scale linearly with the number of CPUs at about 33% of the hash table’s throughput. Writes have a 10% penalty, but only because contention when updating the hash table is the dominant cost.

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Conclusion

There are many pragmatic topics that have not been covered. This could include tricks to minimize the memory overhead, testing techniques to retain quality as complexity grows, and ways to analyze performance to determine whether a optimization is worthwhile. These are areas that practitioners must keep an eye on, because once neglected it can be difficult to restore confidence in one’s own ability to manage the ensuing complexity.

The design and implementation of Caffeine is the result of numerous insights and the hard work of many contributors. Its evolution over the years wouldn’t have been possible without the help from the following people: Charles Fry, Adam Zell, Gil Einziger, Roy Friedman, Kevin Bourrillion, Bob Lee, Doug Lea, Josh Bloch, Bob Lane, Nitsan Wakart, Thomas Müeller, Dominic Tootell, Louis Wasserman, and Vladimir Blagojevic.

(via HighScalability.com)

Docker today announced the acquisition of Unikernel Systems, a Cambridge, UK-based startup that aims to bring unikernels to the masses (or at least the masses of developers).

Docker plans to integrate support for unikernels into its own tools and services as it’s starting to look at technologies beyond containers to help developers build even more efficient microservices architectures. The price of the acquisition was not disclosed.

The basic idea behind unikernels is to strip down the operating system to the absolute minimum so it can run a very specific application. Nothing more, nothing less. This means you would compile the necessary libraries to run an application right into the kernel of the operating system, for example.

specialisation

The result of this is a very small and fast machine that has fewer security issues than traditional operating systems (because you strip out so much from the operating system, the attack surface becomes very small, too).

Because of this, unikernels are great for applications where security and efficiency are paramount (think secure government systems, real-time trading platforms and IoT applications).

So why is Docker interested in all of this? Docker founder and CTO Solomon Hykes acknowledged that this is likely the “most obscure” of Docker’s acquisitions, but he also told me that he sees it as the company’s most exciting one to date.

The 13-people strong Unikernel Systems team is largely comprises developers who previously worked on the Xen hypervisor. Unikernel Systems is a major contributor to the overall unikernel ecosystem and its open source components. Hykes tells me Docker will continue to be very active in this community.

With this acquisition, Docker is bringing a lot of deep technical knowledge into the fold. “Expect the Docker platform to be much more aggressive in solving problems lower in the stack,” Hykes said. “[This acquisition] gives us a lot more firepower to solve these problems.”

But that’s only partly what this acquisition is about. While you probably only think “containers” when you hear about Docker, the company now seems to think about Docker as an ecosystem that isn’t just about containers. In this view, Docker is mostly about moving the microservices movement forward, and if you look at it through this lens, then unikernels are a logical next step for Docker.

With containers, developers “got a taste of small,” Hykes told me. In his view, unikernels are “the next step in shrinking the payload from VMs to containers to unikernels.”

He does not, however, believe that one has to inevitably replace the other. Using unikernels means you have to make some tradeoffs — mostly around compatibility and tooling. Docker plans to integrate unikernel support into its own tools in the near future. “What nobody wants is three completely separate sets of tools,” he noted. “One for VMs, one for containers and one for unikernels.”

(via Techcrunch.com)

ejabberd Massive Scalability: 1 Node — 2+ Million Concurrent Users

How Far Can You Push ejabberd?

From our experience, we all get the idea that ejabberd is massively scalable. However, we wanted to provide benchmark results and hard figures to demonstrate our outstanding performance level and give a baseline about what to expect in simple cases.

That’s how we ended up with the challenge of fitting a very large number of concurrent users on a single ejabberd node.

It turns out you can get very far with ejabberd.

Scenario and Platforms

Here is our benchmark scenario: Target was to reach 2,000,000 concurrent users, each with 18 contacts on the roster and a session lasting around 1h. The scenario involves 2.2M registered users, so almost all contacts are online at the peak load. It means that presence packets were broadcast for those users, so there was some traffic as an addition to packets handling users connections and managing sessions. In that situation, the scenario produced 550 connections/second and thus 550 logins per second.

Database for authentication and roster storage was MySQL, running on the same node as ejabberd.

For the benchmark itself, we used Tsung, a tool dedicated to generating large loads to test servers performance. We used a single large instance to generate the load.

Both ejabberd and the test platform were running on Amazon EC2 instances. ejabberd was running on a single node of instance type m4.10xlarge (40 vCPU, 160 GiB). Tsung instance was identical.

Regarding ejabberd software itself, the test was made with ejabberd Community Server version 16.01. This is the standard open source version that is widely available and widely used across the world.

The connections were not using TLS to make sure we were focusing on testing ejabberd itself and not openSSL performance.

Code snippets and comments regarding the Tsung scenario are available for download: tsung_snippets.md

Overall Benchmark Results

ejabberd_hs4

We managed to surpass the target and we support more than2 million concurrent users on a single ejabberd.

For XMPP servers, the main limitation to handle a massive number of online users is usually memory consumption. With proper tuning, we managed to handle the traffic with a memory footprint of 28KB per online user.

The 40 CPUs were almost evenly used, with the exception of the first core that was handling all the network interruptions. It was more loaded by the Operating System and thus less loaded by the Erlang VM.

In the process, we also optimized our XML parser, released now as Fast XML, a high-performance, memory efficient Expat-based Erlang and Elixir XML parser.

Detailed Results

ejabberd Performance

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Benchmark shows that we reached 2 million concurrent users after one hour. We were logging in about 33k users per minute, producing session traffic of a bit more than 210k XMPP packets per minute (this includes the stanzas to do the SASL authentication, binding, roster retrieval, etc). Maximum number of concurrent users is reached shortly after the 2 million concurrent users mark, by design in the scenario. At this point, we still connect new users but, as the first users start disconnecting, the number of concurrent users gets stable.

As we try to reproduce common client behavior we setup Tsung to send “keepalive pings” on the connections. Since each session sends one of such whitespace pings each minute, the number of such requests grows proportionately with the number of connected users. And while idle connections consume few resources on the server, it is important to note that in this scale they start to be noticeable. Once you have 2M users, you will be handling 33K/sec of such pings just from idle connections. They are not represented on the graphs, but are an important part of the real life traffic we were generating.

ejabberd Health

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At all time, ejabberd health was fine. Typically, when ejabberd is overloaded, TCP connection establishment time and authentication tend to grow to an unacceptable level. In our case, both of those operations performed very fast during all bench, in under 10 milliseconds. There was almost no errors (the rare occurrences are artefacts of the benchmark process).

Platform Behavior

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Good health and performance are confirmed by the state of the platform. CPU and memory consumption were totally under control, as shown in the graph. CPU consumption stays far from system limits. Memory grows proportionally to the number of concurrent users.

We also need to mention that values for CPUs are slightly overestimated as seen by the OS, as Erlang schedulers stay a bit of busy waiting when running out of work.

Challenge: The Hardest Part

The hardest part is definitely tuning the Linux system for ejabberd and for the benchmark tool, to overcome the default limitations. By default, Linux servers are not configured to allow you to handle, nor even generate, 2 million TCP sockets. It required quite a bit of network setup not to have problems with exhausted ports on the Tsung side.

On a similar topic, we worked with the Amazon server team, as we have been pushing the limits of their infrastructure like no one before. For example, we had to use a second Ethernet adapter with multiple IP addresses (2 x 15 IP, spread across 2 NICs). It also helped a lot to use latest Enhanced Networking drivers from Intel.

All in all, it was a very interesting process that helped make progress on Amazon Web Services by testing and tuning the platform itself.

What’s Next?

This benchmark was intended to demonstrate that ejabberd can scale to a large volume and serve as a baseline reference for more complex and full-featured platforms.

Next step is to keep on going with our benchmark and optimization iteration work. Our next target is to benchmark Multi-User Chat performance and Pubsub performance. The goal is to find the limits, optimize and demonstrate that massive internet scale can be done with these ejabberd components as well.

(via Blog.process-one.net)

Server-Side Architecture. Front-End Servers And Client-Side Random Load Balancing

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Chapter by chapter Sergey Ignatchenko is putting together a wonderful book on the Development and Deployment of Massively Multiplayer Games, though it has much broader applicability than games. Here’s a recent chapter from his book.

Enter Front-End Servers

[Enter Juliet]
Hamlet:
Thou art as sweet as the sum of the sum of Romeo and his horse and his black cat! Speak thy mind!
[Exit Juliet]

— a sample program in Shakespeare Programming Language

 

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Our Classical Deployment Architecture (especially if you do use FSMs) is not bad, and it will work, but there is still quite a bit of room for improvement for most of the games out there. More specifically, we can add another row of servers in front of the Game Servers, as shown on Fig VI.8:

Fig-VIv2-8

As you see, compared to the Classical Deployment Architecture (see Fig VI.4 above) we’ve just added a row of Front-End Servers in front of our Game Servers. These additional Front-End Servers are intended to deal with all the communication stuff when it comes from the clients. All those pesky “whether the player is connected or not” questions (including keep-alive handing where applicable, see Chapter [[TODO]] for details on keep-alives), all that client-to-server encryption (if applicable), with all those keys etc., all those rather more-or-less strange reliable-UDP protocols (again, if applicable), and of course, routing messages between the clients and different Game Servers – all the communication with clients is handled here.

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In addition, usually these Front-End servers store a copy of relevant Game Worlds when it is necessary, and are acting as “concentrators” for the game world updates

 In addition, usually these Front-End servers store a copy of relevant Game Worlds when it is necessary, and are acting as “concentrators” for the game world updates; i.e. even if a Game Server has 100’000 people watching some game (like final of some tournament or something), it will need to send updates only to a few Front-End servers, and Front-End servers will take care of data distribution to all the 100’000 people. This ability comes really handy when you have some kind of Big Final game, with thousands of people willing to watch it (and you don’t really need to make it a video broadcast, which is not-so-convenient for existing players and damn expensive, but you can do it right within your client). More on it below, and implementation of this “concentrator” paradigm is discussed in more detail in Chapter [[TODO]].

We’ll discuss the implementation of our Front-End servers a bit later, but for now let’s note that most importantly,

Front-End Servers MUST Be Easily Replaceable Without Significant Inconveniences To Players

That is, if any of Front-End Servers fails for whatever reason – the most a player should see, is a disconnect for a few seconds. While still disruptive, it is very much better than scenarios such as “the whole game world went down and we need to restore it from backup”. In other words, whenever Front-End server crashes for whatever reason, all the clients who were connected there, need to detect the crash (or even worse, “black hole”) and automagically reconnect to some other Front-End server; in this case all the player can see, is a momentarily disconnect (which is also a nuisance, but is much better than to see your game hang).

Front-End Servers: Benefits

Whenever we’re adding another layer of complexity, there is always a question “Do we really need it?” From what I’ve seen, having easily replaceable Front-End Servers in front of your Game Servers is very valuable and provides quite a few benefits. More specifically:

  • Front-End Servers take some load off your Game Servers, while being easily replaceable
    • it means that you can have less Game Servers
      • this, combined with the observation that Front-End Servers are easily replaceable, means that you improve reliability of your site as a whole; instances when some of your Game World Servers go down, will occur more rarely (!)
    • having a copy of relevant game world(s) on your Front-End Servers, takes even more load off your Game Servers, and makes Game Server load independent on the number of observers
  • you can use really cheap boxes for your Front-End Servers; strictly speaking, you don’t even need ECC and RAID for them (and you certainly do need them for your Game Servers). As noted above, Front-End Servers are easily replaceable, so if one goes down – its load is automagically redistributed among the others (see Chapter [[TODO]] for further details). If you’re going to deploy into the cloud – you may want to consider cheaper offers for your front-end servers (even if they’re coming from different CSP).1
  • they allow your client to have a single connection point to the whole site; benefits of this approach include better control over player’s “last mile” so that priorities between different data streams can be controlled, eliminating difficult-to-analyze “partial connections”, and hiding more implementation details of your site from the hostile world outside; more on single client connection in Chapter [[TODO]]
  • they allow for trivial client-side load balancing (no hardware load balancers needed, etc. etc.), more discussion on the load balancing below in “On Client-Side Load Balancing and Law of Big Numbers” section below
  • having a copy of relevant game world(s) on your Front-End Servers allows to have virtually unlimited number of observers who want to watch some of the games being played on your site (such as a Big Final or something2) Best of all, this will happenwithout affecting game server’s performance (!). Moreover, usually you won’t need to organize anything for your Big Final, the system (if built properly) can take care of it itself, in (roughly) the following manner:
    • whenever somebody comes to watch a certain game, his client requests this game from the Front End Server
    • if Front End Server doesn’t have a copy of the requested game, it requests it from the relevant Game Server, alongside with updates to the game world state
    • from this point on, Front End Server will keep an “in-sync” copy of the game world, providing it (with updates) to all the clients which have requested it
    • it means that from this point on, even if you have 100’000 observers watching some game on this Game Server, all the additional load is handled by your Front-End Servers, without affecting your Game Server
    • for further details, see Chapter [[TODO]].
  • Front-End Servers allow for better security later on (acting essentially as a kind of DMZ, see Chapter [[TODO]] for details).

1 keep in mind that you still need top-notch connectivity

2 and as Big Finals are a good way to attract attention, this does provide you an edge over your competitors, etc. etc.

 

Front-End Servers: Latencies And Inter-Player Latency Differences

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You can have processing time of your Front End server application-layer of the order of single-digit microseconds.

 As for the negative side of having Front End Servers, I can think only of two such drawbacks. The first one is additional latency introduced by your Front End Server. More specifically, we’re speaking about the time which is necessary for the packet incoming from a client at application layer, to get processed by your Front End Server, to go into TCP stack on Front End Server side,3 to get out of TCP stack on Game Server side, and to reach application layer in your Game Server (plus the time necessary to go in the opposite direction).

Let’s take a look at this additional latency. From my experience, if you’re using a reasonably good communication layer library, you can have processing time of your Front End server application-layer of the order of single-digit microseconds.4 Then, we have an end-to-end TCP connection from your Front End Server to your Game Server; latencies of such a connection (over 10GB Ethernet) have been measured at around 8 µs [Larsen2007]. Adding these two delays together and multiplying it by two to get RTT, would mean that we’re still staying well below 100 µs. However, there are some further considerations (such as switch delays, differences between different operating systems, differences between games, etc.) which make me uncomfortable to say that you will have no problem achieving 100 µs delay (i.e. either you may, or you may not). On the other hand, I am ready to say that if you’re careful enough with your implementation, reducing the delay introduced by Front-End Servers, down to 1ms is achievable in all but most weird cases.

To summarize:

  • if additional latency of around 1 millisecond is ok for you – don’t worry about additional latencies and go for Front-End Servers; this certainly covers all genres with the only potential exception being MMOFPS
  • if additional latency you can live with, is well below 1 millisecond (which is difficult for me to imagine as it is still over an order of magnitude less that 1/60 sec frame update time, but in MMOFPS world pretty much anything can happen) – think about it a bit more and try to find out (ideally – experimentally) what kind of latency you can achieve in practice; if your experiments show that latencies are indeed unacceptable, you MIGHT need to drop those Front-End Servers because of the latency they’re introducing5
  • YMMV, no warranties of any kind, batteries not included

The second (IMHO more theoretical, but as usual, YMMV) potential issue with having Front-End Servers would arise if some of your Front-End Servers are overloaded (or they’re running using significantly different hardware), so those players connected to less-loaded Front-End Servers, will have lower latencies, and therefore will have an advantage.

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If/when such inter-player latency becomes a real problem, you MAY need to implement some kind of affinity for players of certain Game Worlds to certain Front-End servers

 On the one hand, I didn’t see situations where it makes any practical difference in real-world deployments (i.e. as I’ve seen it, if some of the Front-End Servers are overloaded, it means that most of the other ones are already at 90%+ of capacity, which you should avoid anyway; see [[TODO!]] section for further discussion of load balancing). On the other hand, YMMV and in theory you might get hit by such an effect (though I certainly don’t see it coming into play for anything but MMOFPS).

If such inter-player latency differences become the case (and only when/if it becomes a real problem), you MAY need to implement some kind of affinity for players of certain Game Worlds to certain Front-End servers (more on affinity in “On Affinity” section below). However, keep in mind that large-scale affinity tends to remove most of the benefits provided by Front-End Servers, so if you feel that you’re going to implement affinity for each-and-every-game – you’ll probably be better without Front-End Servers (implementing affinity only for a small percentage of your games, such as “high profile tournaments” will cause less trouble, see “On Affinity” section below for further discussion).


3 yes, I’m arguing for TCP connections for inter-server communications in most cases, see “On Inter-Server Communication” section above. On the other hand, UDP is also possible if you really really prefer it.

4 note that this might become a non-trivial exercise, see further discussion in Chapter [[TODO]]. On the other hand, I’ve done it myself.

5 in theory, you may also want to experiment with something like Infiniband, which BTW would fit nicely in overall QnFSM architecture with communications neatly isolated from the rest of the code, but most likely it won’t be worth the trouble

Client-Side Random Balancing And Law Of Big Numbers

As soon as you have several Front-End servers where your clients are coming, you have a question “how to ensure that all the Front-End Servers are loaded equally”, i.e. a typical load balancing question. Load balancing in general is quite a big topic at least over last 20 years. Three most common techniques out there are the following: DNS Round-Robin, Client-Side Random Balancing, and Server-Side (usually hardware-based) Load Balancers. With the industry producing those hardware boxes behind the last one, there is no wonder that it becomes more and more popular at least in the enterprise world. Still, let’s take a closer look at these load balancing solutions.

DNS Round-Robin

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one of these returned IPs can get cached by a Big Fat DNS server, and then get distributed to many thousands of clients

 DNS round-robin is based on a traditional DNS requests. Whenever a client requests address frontend.yoursite.com to be resolved into IP address, a DNS request is sent (this stands with or without DNS round-robin) to your (or “your DNS provider’s”) DNS server. If DNS server is configured for DNS round-robin, it returns different IP addresses to different DNS requests, in a round-robin fashion6 hence the name.

DNS Round-Robin, when applied to balancing browsers across different web servers, has two major disadvantages. First of all, there is a problem with caching DNS servers along the path of the request (which is a very standard part of DNS handling). That is, even if your server is faithfully returning all your IPs in a round robin fashion, one of these returned IPs can get cached by a Big Fat DNS server (think Comcast or AT&T), and then get distributed to many thousands of clients; in this case distribution of your clients across your servers will be skewed towards that “lucky” IP which got cached by the Big Fat DNS server :-( . The second problem with using DNS round-robin for web servers, if that if one of your servers is down, usual web browser won’t try another server on the list, so usually in web server realm round-robin DNS doesn’t provide server fault tolerance.

Fortunately, as we DO have a client, we can solve both these problems very easily. Moreover, these techniques will also work for your browser-based games (that is, after you’ve got your JS loaded and it started execution).


6 strictly speaking, it is a little bit more complicated than that, as DNS packets contain a list of servers, but as virtually everybody out there ignores all the entries in returned packet except for the very first one, it is more or less equivalent to returning only one IP per request – that is, unless you have your own client which can do the choice itself, see “Client-Side Balancing”

 

Client-Side Random Balancing

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Client simply takes random item from the IP list, and tries connecting to this randomly chosen IP.

 To improve on DNS round-robin, a very simple idea can be used. We won’t rotate anything on the server side; instead, we will distribute exactly the same list of servers to all the clients. This list may be hardcoded into your clients (and that’s what I’ve used personally with big success), or the list can be distributed via DNS as a simple list of IPs for desired name (and retrieved on client via getaddrinfo() or equivalent). Which way to prefer – doesn’t matter to us now, but we’ll discuss relevant issues in Chapter [[TODO]].

As soon as the client gets the list of IPs, everything is very simple. Client simply takes random item from the IP list, and tries connecting to this randomly chosen IP. If connection attempt is unsuccessful (or connection is lost, etc.) – client gets another random item from the list and tries connecting again.

One note of caution – while you don’t really need a cryptographic-quality random generator to choose the IP from the list, you DO want to avoid situations when your random number generator (the one used for this purpose) is essentially just some function of coarse-grained time. One Really Bad example would be something like

int myrand() {//DON'T DO THIS!
  srand(time(0));
  return rand();
}

In such a case, if you get mass disconnect (and as a result all your players will attempt to reconnect at about the same time), your IP distribution will likely get skewed due to too few differences between the clients trying to get their IP addresses; if all the clients attempt to connect within 5 seconds, with such a bad myrand() function you’ll get at most 5 different IPs (less if you’re unlucky). Other than such extremely bad cases, pretty much any RNG should be fine for this purpose. Even a trivial linear congruential generator, seeded with time(0) at the moment when the program was launched (and NOT at the moment of request, as in example above), should do in practice, though adding some kind of milliseconds or some other randomly looking or client-specific data to the mix is advisable “just in case”.

Law of Large Numbers. According to the law, the average of the results obtained from a large number of trials should be close to the expected value, and will tend to become closer as more trials are performed.— Wikipedia —

Client-Side Random Balancing: A Law Of Large Numbers, And Comparison With DNS Round-Robin

Unlike DNS round-robin (which in theory provides “ideal” balancing), client-side random balancing relies on the statistical Law of Large Numbers to achieve flat distribution of clients between the servers. What the law basically says is that for independent measurements, the more experiments you’re performing – the more flat distribution you’ll get. [[TODO!: add stuff about binomial distribution, and an example]]

In practice, despite being “non-ideal” in theory, client-side random balancing achieves much more flat distribution than DNS round-robin. The reason for it is two-fold. First, as soon as the number of clients is large (hundreds and up), client-side random balancing becomes sufficiently flat for practical purposes (and if your system is provisioned for thousands of players, and only a few have came yet – the distribution won’t be too flat, but the inequality involved won’t be able to hurt, and the balance will improve as the number grows). On the positive side, however, client-side random balancing doesn’t suffer from DNS caching issue described above. Even if you’re using DNS to distribute IP lists (and this list gets cached) – with client-side balancing all the IP lists circulating in the system are identical by design, so caching (unlike with DNS round-robin) doesn’t change client distribution at all.

To summarize: personally, I would be very cautious to use DNS Round-Robin for production load balancing. On the other hand, I’ve seen Client-Side Random Balancing to work extremely well for a game which grew from a few hundreds of simultaneous players into hundreds of thousands; it worked without any problems whatsoever, providing almost-perfect balancing all the time. That is, if the average load across the board was 50%, you could find some servers at 48% and some at 52%, but not more than that.7

As for the second disadvantage mentioned above for DNS Round-Robin as applied to web browsers (which was inability of most of the browsers to provide fault tolerance in case when one of the servers crashes) – this evaporates as soon as we have the whole list on the client-side, can detect failure, and can select another item from the list.


7 this, of course, stands only when you have run your servers identically for sufficient time; if one of the servers has just entered service, it will take some hours until it reaches the same load level than the others. If really necessary, this effect can be mitigated, though mitigation is rather ugly and I’ve never seen it necessary in practice

 Server-Side Load Balancers

An approach which is very different from both round-robin DNS and client-side random balancing, is to use server-side load balancers. Load balancer is usually an additional box, sitting in front of your servers, and doing, as advertised, load balancing.

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These additional balancing capabilities are usually completely unnecessary for games (where Law of Large Numbers tends to stand very firmly)

 Server-side load balancers do have significantly more balancing capabilities with regards to scenarios when different clients cause very different loads (so that server-side balancers can work even if the Law of Large Numbers doesn’t work anymore). However, on the one hand, these additional balancing capabilities are usually completely unnecessary for games (where Law of Large Numbers tends to stand very firmly), and on the other hand, such load balancer boxes tend to be damn expensive (double that if you want redundancy, and you certainly want it), they do not allow inter-datacenter balancing and fault tolerance (by design), and they introduce additional not-so-well-controlled latencies.8

Oh, and BTW – when speaking about redundancy and the cost of their boxes, quite a few hardware manufacturers will tell you “hey, you can use our balancer in active/active configuration, so you won’t waste anything!”. Well, while you can indeed use many server-side load balancers in active/active configuration, you still MUST have at least one redundant box to handle the load if one of those boxes fails. In other words, if all you have is two boxes in active/active configuration, when both are working, overall load on each of them MUST be well below 50%, there is no way around it if you want redundancy.

As a result of all the considerations above, for game load-balancing purposes I have never seen any practical uses for server-side load balancer boxes (as always, YMMV and batteries are not included). Even if you’re using Web-Based Deployment Architecture (in the way described above), you should be able to stay away from them (though YMMV even more).


8 most of load balancers are designed to balance web sites where anything below 100ms is pretty much nothing, so at the very least make sure to discuss and measure the latency (under your kind of load!) before buying such a box

Balancing Summary

From my experience, client-side random balancing (aimed towards front-end servers) worked really good, and I’ve never seen any reasons to use something different. Round-robin DNS is almost universally inferior to client-side balancing, and hardware-based server-side balancers are too complicated and expensive, usually without any real reason to use them in gaming environment. As note above, one exception when you MAY need server-side balancers, is if you’re using Web-Based Deployment Architecture.

CDN A content delivery network or content distribution network (CDN) is a globally distributed network of proxy servers deployed in multiple data centers— Wikipedia —One last word about load balancing: it is possible to use more than one of the methods listed here (and it might even work for you); however, implications of such combined use of more than one method of load balancing, are way too convoluted to discuss them in this book.

Front-End Servers As A CDN

It is possible to use Front-End Servers as a kind of CDN (or even use them to build your own CDN). Even if you’re running all your Game Servers from one single datacenter, for certain kinds of games it might be a good idea to have your Front-End Servers sitting in different datacenters (and acting as different “entry points” to your clients), as shown on Fig VI.9:

Fig-VIv2-91

 

The idea here is pretty much like the one behind classical CDN: to reduce latencies for end-users. On the other hand, we need to note that

unlike classical CDN, the content with our game-sorta-CDN is not static, so gain in latencies is possible only because of better peering, with gains usually being in single-digit milliseconds

There is still a different reason to use such deployment architectures – in case if you want to protect yourself from Internet connectivity in your primary datacenter going down (provided that “Some Connectivity” survives); in practice, if you have a decent datacenter, it should never happen. More precisely – your datacenter WILL occasionally experience transient faults of around 1.5-2 minutes long (typical BGP convergence time), so if you’re looking for excuses to use this nice diagram on Fig VI.9 and your client can detect the fault and redirect to a different datacenter significantly faster than that, it MAY make some difference to your players.

Implementation-wise, there are several considerations for such CDN-like multi-datacenter Front-End Server configurations:

  • you MUST have very good connectivity between your data centers (“some connectivity” on Fig. VI.9). At the very least, you should have inter-ISP peering explicitly set by both of your ISPs (to each other) to ensure the best data flow for this critical path
    • strictly speaking, “some connectivity” does not necessarily need to be Internet-based; you often can save additional few milliseconds by getting something like “dedicated” Frame-Relay between your datacenters, but this will likely cost you in the range of tens of thousands per month :-( .
  • traffic on “some connectivity” can be an order (or even two) of magnitude lower than that going to the clients due to Front-End Servers acting as “concentrators”
  • you SHOULD account for secondary datacenter to go down (in particular, in case of inter-datacenter connectivity going down). The simplest way to deal with it is to have enough capacity in your primary datacenter (both traffic-wise and CPU-wise) to handleall of your clients, but this tends to be expensive. As an alternative, shutting down some activities in case of such a failure may be possible depending on specifics of your game.

Bottom line for CDN-like arrangements. CDN-like arrangements of Front-End Servers may save some of your players a few milliseconds in latency (that is, if you have a really good connection between datacenters), which in turn may allow to level the field a bit with regards to latency. From my experience, it was hardly worth the trouble (because you cannot really improve MUCH in terms of latency, as the packets still need to go all the way to the Game Server and back), but keep the possibility in mind. For example, it may come handy in some really strange scenarios when you’re legally required to keep your game servers in a strange location (hey casino guys!) where you simply don’t have enough bandwidth to serve your clients directly.

Front-End Servers + Game Servers As A Kinda-CDN

On the other hand, if you’re really concerned about latencies, it is usually much better to bring your Game World Servers closer to players (while leaving DB Server behind), as shown on Fig VI.10:

Fig-VIv2-10

Here, we’re moving the most time-critical stuff (which is usually your Game World Servers) towards the end-user, providing significantly better latencies to those players who’re in the vicinity of corresponding datacenter. Maintaining such infrastructure is quite a Big Headache, but is doable, so if you’re really concerned about latencies – you may want to deploy in such a manner. A word of caution – if going this way, you will end up with “regional servers”, which have their own share of troubles (you’ll need to ensure that clients in the region go only to the relevant Front-End Servers, security on inter-datacenter connections becomes quite an issue, etc., etc.); once again – it is doable, but go this way only if youreally need it.

On Affinity

In some cases, you may decide that you need to have a kind of “affinity” so that some specific players (usually those playing in a specific game world) are coming to specific Front-End Servers.

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The things will go smoothly as long as the number of the game worlds which use affinity is small.

 Note when we’re speaking about our Front-End Servers, “affinity” is quite different from classical affinity (usually referred to as “persistence” or “stickiness”) used on load balancers for web servers. In the web world persistence/stickiness is about having the same client coming to the same server (to deal with sessions and per-client caches). For our Front-End Servers, however, affinity has a very different motivation, and is usually about Front-End-Server-to-game-world affinity (for players or for players+observers) rather than client-to-server affinity (see “Front-End Servers: Latencies and Inter-Player Latency Differences” section above for one reason where you MIGHT need such affinity).

Technically, implementing Front-End-Server-to-game-world-affinity is not that difficult, but the real problems will start after you deploy your affinity. In short – the things will go smoothly as long as the number of the game worlds which use affinity is small. On the other hand, as soon as you have a significant chunk of your players connected using the affinity rules, you will find that achieving reasonable load balance between different Front-End Servers becomes difficult :-( . When there is no affinity, the balance is near-perfect just because of the Law of Large Numbers; as you’re introducing the affinity rules, you’re starting to skew this near-perfectly-flat distribution, and the more players are affected by affinity, the more you’re deviating from the ideal distribution, so managing those rules while achieving load balance can become a Big Fat Challenge.

Bottom line: avoid affinity as long as possible (and most likely you will be able to get away without it).

Front-End Servers: Implementation

Now let’s discuss ways how our Front-End Servers can be implemented. As mentioned above, the key property of our Front-End Servers is that they’re easily replaceable in case of failure. To achieve this behavior,

you MUST ensure that there is NO original game-world state on any of your Front-End Servers. In other words, Front-End Servers should have only a replica of the original game-world state, with the original game-world state kept by Game Servers

There is no need to worry too much about it if you’re using a generic subscriber/publisher (or state replication) kind of stuff, but be extremely careful if you’re introducing any custom logic to your Front-End Servers, because you may lose the all-important “easily replaceable” property above. See Chapter [[TODO]] for further discussion of this potential issue.

Front-End Servers: QnFSM Implementation

One implementation of the Front-End Server implemented under pure Queues-and-FSMs architecture (see Chapter V for details on QnFSM, state machines, and queues) is shown on Fig VI.10:

Fig-VIv2-11

 

Here, we have TCP- and UDP-related threads similar to those described in “Implementing Game Servers under QnFSM architecture” section above with regards to Game Servers, and one or more of Routing&Data Threads (with at least one Routing&Data FSM each), which are responsible for routing of all the packets, and for caching the data (such as “game world” data). Let’s discuss these routing-related FSMs in a bit more detail.

Routing&Data FSMs. Each of Routing&Data FSMs has its own data that it handles (and updates if applicable). For example, one such Routing&Data FSM may contain a state of one game world. Other Routing&Data FSMs may handle routing of the point-to-point packets from players to (and from) one specific Game Server. Further details of the data types handled by Routing&Data FSMs will be discussed in Chapter [[TODO]], but generally there will be three different types of Routing&Data FSMs:

  • generic connection handlers (to handle point-to-point communications including player input and server-to-server connections)
  • generic publisher/subscriber handlers (to cache and handle generic but structured data such as a list of available games, if players are allowed to select the game)
  • specific game world handlers (to cache and handle game world data if the required functionality doesn’t fit into generic handler). In many cases you’ll be able to live without specific game world handlers, but if you want to implement some kind of server-side filtering, like server-side fog-of-war to avoid sending data to those players who shouldn’t see it (so no hack of the client can possibly lift fog-of-war) – specific game world handlers become a necessity.

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It is possible (and often advisable) to have more than one Routing&Data FSM within single Routing&Data Thread

 It is possible (and often advisable) to have more than one Routing&Data FSM within single Routing&Data Thread to reduce unnecessary load due to an exceedingly high number of threads (and unnecessary thread context switches). How to combine those Routing&Data FSMs into specific threads – depends on your game significantly, but usually generic connection handlers are extremely fast and all of them can be combined in one thread. As for generic publisher/subscriber and specific game world handlers, their distribution into different threads should take into account typical load and allowed latencies. The rule of thumb is (as usual) the following: the more FSMs per thread – the more latency and the less thread-related overhead; unfortunately, the rest depends too much on specifics of your game to discuss it here.

Routing&Data Factory Thread. Routing&Data Factory Thread is responsible for creating Routing&Data Threads (and Routing&Dara FSMs), according to requests coming from TCP/UDP threads. A typical life cycle of Routing&Data FSM may look as follows:

  • One of TCP/UDP FSMs needs to route some message (or to provide synchronization to some state), and realizes that it has no data on Routing&Data FSM, which it needs to route the message to, in its own cache.
  • TCP/UDP FSM sends a request to Routing&Data Factory FSM
  • Factory FSM creates Routing&Data Thread (with an appropriate Routing&Data FSM)
  • Factory FSM reports ID of the Queue, where the messages towards appropriate Routing&Data FSM should be sent, back to the requesting TCP/UDP Thread
    • TCP/UDP FSM (the one mentioned above) sends the message to the appropriate Queue (using ID rather than pointer to enable deterministic “recording”/”replay”, see Chapter V for details).
  • Whenever the Routing&Data FSM is no longer necessary for its purposes, TCP/UDP FSM reports it to the Factory FSM
    • if it was the last TCP/UDP FSM which needs this Routing&Data FSM, Factory FSM may instruct appropriate Routing&Data Thread to destroy the Routing&Data FSM

Routing&Data FSMs In Game Servers And Clients

I need to confess that personally I am positively in love these Routing&Data FSMs. I lovethem so much that I usually have not only on Front-End Servers, but also on Game Servers, and on Clients too; while they’re not strictly necessary there (and are not shown on appropriate diagrams to avoid unnecessary clutter), they did help me to simplify things quite a bit, making all the communications very uniform. Still, it is pretty much your choice if you want to have Routing&Data stuff on your Game Servers and/or Clients.

Front-End Servers Summary

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“As a rule of thumb, Front-End Servers are a Good Thing™.

To summarize the section on Front-End Servers:

  • As a rule of thumb, Front-End Servers are a Good Thing™. In particular:
    • they take the load off your Game Servers
      • which often makes the system cheaper (as Front-End Servers are cheap)
      • and also improves overall system reliability (as Front-End Servers are easily replaceable)
    • they facilitate single client connection (which is generally a good thing to have, see Chapter [[TODO]] for further discussion)
    • they facilitate client-side load balancing
    • they allow to handle 100’000+ observers for your Big Event easily (actually, the sky is the limit)
    • their drawbacks are pretty much limited to the additional latency, and this additional latency is firmly in sub-millisecond range
  • Client-side load balancing usually is the best one for games
    • one potential exception is Web-Based Deployment Architectures, where you MAY need server-side balancers
    • large-scale affinity is to be avoided
  • CDN-like arrangements are possible, but not without caveats
  • Front-End Servers can (and IMHO SHOULD) be implemented in QnFSM architecture, as described above

(via Highscalability.com)

Google Launches Cloud CDN Alpha

Earlier this month, Google announced an Alpha Cloud Content Delivery Network (CDN) offering. The service aims to provide static content closer to end users by caching content in Google’s globally distributed edge caches.  Google provides many more edge caches than it does data centers and as a result content can be provided quicker than making full round trip requests to a Google data center. In total, Google provides over 70 Edge points of presence which will help address customer CDN needs.

In order to use Cloud CDN, you must use Google’s Compute Engine HTTP(s) load balancers on your instances. Enabling an HTTP(S) load balancer is achieved through a simple command.

In a recent post, Google explains the mechanics of the service in the following way: “When a user requests content from your site, that request passes through network locations at the edges of Google’s network, usually far closer to the user than your actual instances. The first time that content is requested, the edge cache sees that it can’t fulfill the request and forwards the request on to your instances. Your instances respond back to the edge cache, and the cache immediately forwards the content to the user while also storing it for future requests. For subsequent requests for the same content that pass through the same edge cache, the cache responds directly to the user, shortening the round trip time and saving your instances the overhead of processing the request.”

The following image illustrates how Google leverages Edge point of presence caches to improve responsiveness.

Architecture

Image Source: https://cloud.google.com/compute/docs/load-balancing/http/cdn

Once the CDN service has been enabled, caching will automatically occur for all cacheable content. Cacheable content is typically defined by requests made through an HTTP GET request.  The service will respect explicit Cache-Control headers taking into account for expiration or make age headers.  Some responses will not be cached including ones that include Set-Cookie headers, message bodies that exceed 4 mb in size or where caching has been explicitly disabled through no-cache directives.  A complete list of cached rules can be found in Google’s documentation.

Google has traditionally partnered with 3rd parties in order to speed up the delivery of content to consumers.  These partnerships include Akamai, Cloudflare, Fastly, Level 3 Communications and Highwinds.

Other cloud providers also have CDN offerings including Amazon’s CloudFront and Microsoft’s Azure CDN.  Google will also see competition from Akamai, one of the aforementioned partners, who has approximately 16.3% CDN market share of the Alexa top 1 million sites.
(via InfoQ.com)

How Wistia Handles Millions Of Requests Per Hour And Processes Rich Video Analytics

This is a guest repost from Christophe Limpalair of his interview with Max Schnur, Web Developer at  Wistia.

Wistia is video hosting for business. They offer video analytics like heatmaps, and they give you the ability to add calls to action, for example. I was really interested in learning how all the different components work and how they’re able to stream so much video content, so that’s what this episode focuses on.

What Does Wistia’s Stack Look Like?

As you will see, Wistia is made up of different parts. Here are some of the technologies powering these different parts:

What Scale Are You Running At?

Wistia has three main parts to it:

  1. The Wistia app (The ‘Hub’ where users log in and interact with the app)
  2. The Distillery (stats processing)
  3. The Bakery (transcoding and serving)

Here are some of their stats:

  • 1.5 million player loads per hour (loading a page with a player on it counts as one. Two players counts as two, etc…)
  • 18.8 million peak requests per hours to their Fastly CDN
  • 740,000 app requests per hour
  • 12,500 videos transcoded per hour
  • 150,000 plays per hour
  • 8 million stats pings per hour

They are running on Rackspace.

What Challenges Come From Receiving Videos, Processing Them, Then Serving Them?

  1. They want to balance quality and deliverability, which has two sides to it:
    1. Encoding derivatives of the original video
    2. Knowing when to play which derivative

     

    Derivatives, in this context, are different versions of a video. Having different quality versions is important, because it allows you to have smaller file sizes. These smaller video files can be served to users with less bandwidth. Otherwise, they would have to constantly buffer. Have enough bandwidth? Great! You can enjoy higher quality (larger) files.

    Having these different versions and knowing when to play which version is crucial for a good user experience.

  2. Lots of I/O. When you have users uploading videos at the same time, you end up having to move many heavy files across clusters. A lot of things can go wrong here.
  3. Volatility. There is volatility in both the number of requests and the number of videos to process. They need to be able to sustain these changes.
  4. Of course, serving videos is also a major challenge. Thankfully, CDNs have different kinds of configurations to help with this.
  5. On the client side, there are a ton of different browsers, device sizes, etc… If you’ve ever had to deal with making websites responsive or work on older IE versions, you know exactly what we’re talking about here.

How Do You Handle Big Changes In The Number Of Video Uploads?

They have boxes which they call Primes. These Prime boxes are in charge of receiving files from user uploads.

If uploads start eating up all the available disk space, they can just spin up new Primes using Chef recipes. It’s a manual job right now, but they don’t usually get anywhere close to the limit. They have lots of space.

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What Transcoding System Do You Use?

The transcoding part is what they call the Bakery.

The Bakery is comprised of Primes we just looked at, which receive and serve files. They also have a cluster of workers. Workers process tasks and create derivative files from uploaded videos.

Beefy systems are required for this part, because it’s very resource intensive. How beefy?

We’re talking about several hundred workers. Each worker usually performs two tasks at one time. They all have 8 GB of RAM and a pretty powerful CPU.

What kinds of tasks and processing goes on with workers? They encode video primarily in x264 which is a fast encoding scheme. Videos can usually be encoded in about half or a third of the video length.

Videos must also be resized and they need different bitrate versions.

In addition, there are different encoding profiles for different devices–like HLS for iPhones. These encodings need to be doubled for Flash derivatives that are also x264 encoded.

What Does The Whole Process Of Uploading A Video And Transcoding It Look Like?

Once a user uploads a video, it is queued and sent to workers for transcoding, and then slowly transferred over to S3.

Instead of sending a video to S3 right away, it is pushed to Primes in the clusters so that customers can serve videos right away. Then, over a matter of a few hours, the file is pushed to S3 for permanent storage and cleared from Prime to make space.

How Do You Serve The Video To A Customer After It Is Processed?

When you’re hitting a video hosted on Wistia, you make a request to embed.wistia.com/video-url, which is actually hitting a CDN (they use a few different ones. I just tried it and mine went through Akamai). That CDN goes back to Origin, which is their Primes we just talked about.

Primes run HAProxy with a special balancer called Breadroute. Breadroute is a routing layer that sits in front of Primes and balances traffic.

Wistia might have the file stored locally in the cluster (which would be faster to serve), and Breadroute is smart enough to know that. If that is the case, then Nginx will serve the file directly from the file system. Otherwise, they proxy S3.

How Can You Tell Which Video Quality To Load?

That’s primarily decided on the client side.

Wistia will receive data about the user’s bandwidth immediately after they hit play. Before the user even hits play, Wistia receives data about the device, the size of the video embed, and other heuristics to determine the best asset for that particular request.

The decision of whether to go HD or not is only debated when the user goes into full screen. This gives Wistia a chance to not interrupt playback when a user first clicks play.

How Do You Know When Videos Don’t Load? How Do You Monitor That?

They have a service they call pipedream, which they use within their app and within embed codes to constantly send data back.

If a user clicks play, they get information about the size of their window, where it was, and if it buffers (if it’s in a playing state but the time hasn’t changed after a few seconds).

A known problem with videos is slow load times. Wistia wanted to know when a video was slow to load, so they tried tracking metrics for that. Unfortunately, they only knew if it was slow if the user actually waited around for the load to finish. If users have really slow connections, they might just leave before that happens.

The answer to this problem? Heartbeats. If they receive heartbeats and they never receive a play, then the user probably bailed.

What Other Analytics Do You Collect?

They also collect analytics for customers.

Analytics like play, pause, seeks, conversions (entering an email, or clicking a call to action). Some of these are shown in heatmaps. They also aggregate those heatmaps into graphs that show engagement, like the areas that people watched and rewatched.

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How Do You Get Such Detailed Data?

When the video is playing, they use a video tracker which is an object bound to plays, pauses, and seeks. This tracker collects events into a data structure. Once every 10-20 seconds, it pings back to the Distillery which in turn figures out how to turn data into heatmaps.

Why doesn’t everyone do this? I asked him that, because I don’t even get this kind of data from YouTube. The reason, Max says, is because it’s pretty intensive. The Distillery processes a ton of stuff and has a huge database.

What Is Scaling Ease Of Use?

Wistia has about 60 employees. Once you start scaling up customer base, it can be really hard to make sure you keep having good customer support.

Their highest touch points are playback and embeds. These have a lot of factors that are out of their control, so they must make a choice:

  1. Don’t help customers
  2. Help customers, but it takes a lot of time

Those options weren’t good enough. Instead, they went after the source that caused the most customer support issues–embeds.

Embeds have gone through multiple iterations. Why? Because they often broke. Whether it was WordPress doing something weird to an embed, or Markdown breaking the embed, Wistia has had a lot of issues with this over time. To solve this problem, they ended up dramatically simplifying embed codes.

These simpler embed codes run into less problems on the customer’s end. While it does add more complexity behind the scenes, it results in fewer support tickets.

This is what Max means by scaling ease of use. Make it easier for customers, so that they don’t have to contact customer support as often. Even if that means more engineering challenges, it’s worth it to them.

Another example of scaling ease of use is with playbacks. Max is really interested in implementing a kind of client-side CDN load balancer that determines the lowest latency server to serve content from (similar to what Netflix does).

What Projects Are You Working On Right Now?

Something Max is planning on starting soon is what they’re calling the upload server. This upload server is going to give them the ability to do a lot of cool stuff around uploads.

As we talked about, and with most upload services, you have to wait for the file to get to a server before you can start transcoding and doing things with it.

The upload server will make it possible to transcode while uploading. This means customers could start playing their video before it’s even completely uploaded to their system. They could also get the still capture and embed almost immediately

Conclusion

I have to try and fit as much information in this summary as possible without making it too long. This means I cut out some information that could really help you out one day. I highly recommend you view the full interview if you found this interesting, as there are more hidden gems.

You can watch it, read it, or even listen to it. There’s also an option to download the MP3 so you can listen on your way to work. Of course, the show is also on iTunes and Stitcher.

Thanks for reading, and please let me know if you have any feedback!
– Christophe Limpalair (@ScaleYourCode)

(via HighScalability.com)

Intel will ship Xeon Phi-equipped workstations starting in 2016

Intel has announced that its second-generation Xeon Phi hardware (codenamed Knights Landing) is now shipping to early customers. Knights Landing is built on 14nm process technology, with up to 72 Silvermont-derived CPU cores. While the design is derived from Atom, there are some obvious differences between these cores and the chips Intel uses in consumer hardware. Traditional Atom doesn’t support Hyper-Threading on the consumer side, while Knights Landing supports four threads per core. Knights Landing also supports AVX-512 extensions.

Overview-640x360

The new Xeon Phi runs at roughly 1.3GHz and is split into tiles, as Anandtech reports. There are two cores (eight threads) per tile along with two VPUs (Vector Proc essing Units, aka AVX-512 units). Each tile shares 1MB of L2 cache (36MB cache total). Unlike first-gen Xeon Phi, Knights Landing can actually run the OS natively and out-of-order performance is supposedly much improved compared to the P54C-derived chips that powered Knights Ferry. The chip includes ten memory controllers — two for DDR4 (six channels total) and eight MCDRAM controllers for a total of 16GB of on-chip memory and six channels of DDR4-2400 (up to 386GB total, according to Anandtech.).

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Memory accesses can be mapped in different ways, depending on which model best suits the target workload. The 72 CPU cores can treat the entire MCDRAM space as a giant cache, but if they do, accessing main memory incurs a greater penalty in the event of a cache miss. Alternately, data can be flat mapped to both the DDR4 and MCDRAM and accessed that way. Finally, some MCDRAM can be mapped as a cache (with a higher-latency DDR4 fallback) while other MCDRAM is mapped as main memory with less overall latency. The card connects to the rest of the system via 36 PCIe 3.0 lanes. That’s 36GB/s of memory bandwidth in each direction (72GB/s of bandwidth in total) assuming that all 36 lanes can be dedicated to a single co-processor.

Knights_Landing-640x360

The overall image Intel is painting is that of a serious computing powerhouse, with far more horsepower than the previous generation. According to the company, at least some Xeon Phi workstations are going to ship next year. Intel will target researchers who want to work on Xeon Phi but don’t have access to a supercomputer for testing their software. With 3TFLOPS of double precision floating point performance, Xeon Phi can lay fair claim to the title of “Supercomputer on a PCB.” 3TFLOPs might not seem like much compared to the modern TOP500, but it’s more than enough to evaluate test cases and optimizations.

Intel has no plans to offer Xeon Phi in wide release (at least not right now), but if this program proves successful, we could see a limited run of smaller Xeon Phi coprocessors for application acceleration in other contexts. In theory, any well-parallelized workload that can run on x86 should perform well on Xeon Phi, and while we don’t see Intel making a return to the graphics market, it would be interesting to see the chip deployed as a rendering accelerator.

As far as comparisons to Nvidia are concerned, the only Nvidia Tesla that comes close to 3TFLOPS is the dual-GPU K80 GPU compute module. It’s not clear if that solution can match a single Xeon Phi, given that the Nvidia Tesla is scaling across two discrete chips. Future Nvidia products based on Pascal are expected to pack up to 32GB of on-board memory and should substantially improve the relative performance between the two, but we don’t know when that hardware will hit the market.

(Via Extremetech.com)

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