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Unity Data Protection SRG

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0% found this document useful (0 votes)
49 views

Unity Data Protection SRG

Uploaded by

Shahbaz Alam
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 78

Welcome to Unity Data Protection.

Copyright ©2016 EMC Corporation. All Rights Reserved. Published in the USA. EMC believes the information in this publication is accurate as of its publication date. The information is subject
to change without notice.

THE INFORMATION IN THIS PUBLICATION IS PROVIDED “AS IS.” EMC CORPORATION MAKES NO REPRESENTATIONS OR WARRANTIES OF ANY KIND WITH RESPECT TO THE INFORMATION IN
THIS PUBLICATION, AND SPECIFICALLY DISCLAIMS IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.

Use, copying, and distribution of any EMC software described in this publication requires an applicable software license. The trademarks, logos, and service marks (collectively "Trademarks")
appearing in this publication are the property of EMC Corporation and other parties. Nothing contained in this publication should be construed as granting any license or right to use any
Trademark without the prior written permission of the party that owns the Trademark.

EMC, EMC² AccessAnywhere Access Logix, AdvantEdge, AlphaStor, AppSync ApplicationXtender, ArchiveXtender, Atmos, Authentica, Authentic Problems, Automated Resource Manager,
AutoStart, AutoSwap, AVALONidm, Avamar, Bus-Tech, Captiva, Catalog Solution, C-Clip, Celerra, Celerra Replicator, Centera, CenterStage, CentraStar, EMC CertTracker. CIO Connect,
ClaimPack, ClaimsEditor, Claralert ,CLARiiON, ClientPak, CloudArray, Codebook Correlation Technology, Common Information Model, Compuset, Compute Anywhere, Configuration
Intelligence, Configuresoft, Connectrix, Constellation Computing, EMC ControlCenter, CopyCross, CopyPoint, CX, DataBridge , Data Protection Suite. Data Protection Advisor, DBClassify, DD
Boost, Dantz, DatabaseXtender, Data Domain, Direct Matrix Architecture, DiskXtender, DiskXtender 2000, DLS ECO, Document Sciences, Documentum, DR Anywhere, ECS, elnput, E-Lab,
Elastic Cloud Storage, EmailXaminer, EmailXtender , EMC Centera, EMC ControlCenter, EMC LifeLine, EMCTV, Enginuity, EPFM. eRoom, Event Explorer, FAST, FarPoint, FirstPass, FLARE,
FormWare, Geosynchrony, Global File Virtualization, Graphic Visualization, Greenplum, HighRoad, HomeBase, Illuminator , InfoArchive, InfoMover, Infoscape, Infra, InputAccel, InputAccel
Express, Invista, Ionix, ISIS,Kazeon, EMC LifeLine, Mainframe Appliance for Storage, Mainframe Data Library, Max Retriever, MCx, MediaStor , Metro, MetroPoint, MirrorView, Multi-Band
Deduplication,Navisphere, Netstorage, NetWorker, nLayers, EMC OnCourse, OnAlert, OpenScale, Petrocloud, PixTools, Powerlink, PowerPath, PowerSnap, ProSphere, ProtectEverywhere,
ProtectPoint, EMC Proven, EMC Proven Professional, QuickScan, RAPIDPath, EMC RecoverPoint, Rainfinity, RepliCare, RepliStor, ResourcePak, Retrospect, RSA, the RSA logo, SafeLine, SAN
Advisor, SAN Copy, SAN Manager, ScaleIO Smarts, EMC Snap, SnapImage, SnapSure, SnapView, SourceOne, SRDF, EMC Storage Administrator, StorageScope, SupportMate, SymmAPI,
SymmEnabler, Symmetrix, Symmetrix DMX, Symmetrix VMAX, TimeFinder, TwinStrata, UltraFlex, UltraPoint, UltraScale, Unisphere, Universal Data Consistency, Vblock, Velocity, Viewlets, ViPR,
Virtual Matrix, Virtual Matrix Architecture, Virtual Provisioning, Virtualize Everything, Compromise Nothing, Virtuent, VMAX, VMAXe, VNX, VNXe, Voyence, VPLEX, VSAM-Assist, VSAM I/O
PLUS, VSET, VSPEX, Watch4net, WebXtender, xPression, xPresso, Xtrem, XtremCache, XtremSF, XtremSW, XtremIO, YottaYotta, Zero-Friction Enterprise Storage.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 1
The Unity Snapshots feature is enabled with the Local Copies license for Unity that enables
space efficient point-in-time snapshots of storage resources for Block, File and VMware. The
snap images can be read-only or read/write and used in a variety of ways. They can provide
an effective form of local data protection to restore the production data to a known point-
in-time data state should data be mistakenly corrupted or deleted by the users. Images can
be accessed by hosts for data backup operations, data mining operations, application
testing, or decision analysis tasks.

Note: Snapshots are not full copies of the original data. It is recommended that you do not
rely on snapshots for mirrors, disaster recovery, or high-availability tools. Because
snapshots of storage resources are partially derived from the real-time data in the relevant
storage resource, snapshots can become inaccessible (not readable) if the primary storage
becomes inaccessible.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 2
Snapshots of storage resources (block LUNs, file systems, and VMware Datastores) are
architected using Redirect on Write technology. This architecture avoids a performance
penalty that Copy on First Write technology has when existing data is changed. With
Redirect on Write technology, when a snapshot is taken, the existing data on the storage
object remains in place and provides the snapshot point-in-time view of the data.
Production data access also uses this view to read existing data. Another benefit of Redirect
on Write is that no storage resource is needed to create a snapshot. With Copy on First
Write technology, a storage resource had to be reserved to hold original data that changed
to preserve the point-in-time view. As its name implies, with Redirect on Write technology,
when writes are made to the storage object, those writes are redirected to a new location
allocated as needed from the parent pool in 256 megabyte stripes. New writes are stored in
8 kilobyte chunks on the newly allocated stripe. Reads of the new writes are serviced from
this new location as well.

If the snapshot is writable, any writes are handled in a similar manner; stripe space is
allocated from the parent pool and the writes are redirected in 8 kilobyte chunks to the new
space. Reads of newly written data are also services from the new space.

Storage space is needed in the pool to support snapshots as stripes are allocated for
redirected writes. Because of the on-demand stripe allocation from the pool, snapped thick
file systems will transition to thin file system performance characteristics.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 3
A LUN Consistency Group (CG) is a grouping of up to 50 LUNs to form a single instance of
LUN storage. They are primarily designed for a host application that will access multiple
LUNs, like a database application. Snapshots provide a mechanism for capturing a snapshot
of the multiple LUNs within a consistency group. When a Consistency Group Snapshot is
taken, the system will complete any outstanding IO to the group of LUNs, then suspend
writes to the LUNs until the snap operation completes. This allows the snapshot to capture
a write-order consistent image of the group of LUNs.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 4
With Unity Snapshots, it is possible to create multiple snapshots of a LUN to capture
multiple point-in-time data states. In this example the 3 o’clock and the 4 o’clock snapshots
are two different “child” snapshots of a common parent; meaning they capture two different
data states of a common storage object.

It is also possible to copy a snapshot. In this example, the 4 o’clock snapshot is copied and
other than having a unique name, the copy will be indistinguishable from the source
snapshot and both capture identical data states.

LUN snapshots and copies of LUN snapshots are writable objects but are unmodified from
their sources until they are attached to a host. In this example a copy of the 4 o’clock
snapshot is attached to a secondary host for access. At this point the snapshot data state is
marked as modified from its source. A LUN snapshot tree supports one snapshot attach at a
time. To access different snapshots in the tree the host would have to be detached from the
snap and attached to another desired snapshot in the tree.

Any subsequent copy of the attached snapshot will capture the data state of the source
snapshot at the point-in-time of the copy operation.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 5
As with LUN snapshots, it is possible to create multiple snapshots of a file system to capture
multiple point-in-time data states. The 3 o’clock and the 4 o’clock snapshots in this example
are two different “child” snapshots of the same file system parent and capture its two
different point-in-time data states.

Snapshots of a file system can be created either as read-only or read/write and are
accessed in different manners which will be covered later.

Copies of snapshots are always created as read/write snapshots. The read/write snapshots
can be shared by creating an NFS export or SMB share to them. When shared, they are
marked as modified to indicate their data state is different from the parent object.

It is also possible to nest copied and shared snapshots that form a hierarchy of snapshots
to a maximum of 10 levels deep.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 6
The table defines a variety of combined Snapshot capabilities for each of the Unity platform
models. These combined limits have an interaction between each other. For example, if a
Unity 300 system had 10 LUNs and 10 file systems, each LUN and file system could not
have 256 user snapshots because that would exceed the maximum user snapshots of 1000
for the system.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 7
Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 8
Snapshots are created on storage resources for Block, File and VMware. And all are done in
a similar manner.

For Block, the snapshot is created on a LUN or a group of LUNs in the case of a Consistency
Group. For File, the snapshot is configured on a file system. For VMware the storage
resource is either going to be a LUN for a VMFS datastore or a file system for an NFS
datastore. When creating each of these storage resources, the Unity system provides a
wizard for their creation. Each wizard provides an option to automatically create snapshots
on the storage resource. Each resource snapshot creation is nearly identical to the other
resources.

For storage resources already created, snapshots can be manually created for them from
their Properties page. As with the wizard, the snapshot creation from the storage resource
Properties page is nearly identical to the other resources. The following few slides will show
snapshot creation within the Block storage LUN creation wizard and the File storage file
system creation wizard. It will also show creating manual snapshots from the LUN and file
system Properties pages.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 9
Within the wizard to create a LUN, there is an option to automatically create snapshots
based on a schedule.

The wizard contains a dropdown selection that has existing schedules listed. Shown here
are the three system defined schedules to select from. Within each schedule there is also a
snapshot retention value.

A customized schedule can also be created for use. The scheduler provides the ability to
configure a snapshot frequency by the hour, day or week. A snapshot retention policy must
also be defined.

Note that fields annotated with a red asterisk are required for the configuration.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 10
For existing LUNs, snapshots are easily created from the LUN Properties page by selecting
the Snapshots tab.

Select the + icon to create a snapshot of the LUN. The snapshot must be configured with a
name; by default the system provides a name having a year, month, day, hour, minute,
second format. Customized names can also be configured. A Description field for the
snapshot can optionally be annotated. One of three Retention Policies must be configured.
The default retention configuration is the Pool Automatic Deletion Policy which will
automatically delete the snapshot if Pool space reaches a specified capacity threshold. A
customized retention time can alternately be selected and configured for snapshot deletion
on a specified calendar day and time. The other alternative is to select the No Automatic
Deletion option should the snapshot need to be kept for an undetermined amount of time.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 11
Similar to LUN snapshots, file system snapshots can be created based on a schedule within
the file system creation wizard. File system snapshots created with a schedule will always
be read-only. The available schedules can be selected from the drop-down and will have a
defined retention value. If an available schedule does not exist to meet your needs, you can
create a customized one using the New Schedule button.

As noted before, the configuration fields having a red asterisk are required.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 12
Similar to the LUN snapshot seen earlier, a snapshot for an existing file system is easily
created from its Properties page by selecting the Snapshots tab. A manually created file
system snapshot can be read-only or read/write.

Select the + icon to create a snapshot of the file system. The snapshot must be configured
with a name; the system provides a default name but a customized name can also be
created. The Description field is optional for the snapshot. A Retention Policy for the
snapshot must be configured and is done in the same manner as described earlier for a
LUN. The Access Type section is unique to file system-based snapshots and is required. The
configuration choice for the snapshot will be either read-only or read/write.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 13
The Snapshot Schedule page lists existing schedules configured on the system and if they
are in use. The user defined schedules can be edited from the page but the system defined
schedules cannot be modified.

Additional user defined schedules can be created as shown here. They can be configured on
an hourly, daily or weekly granularity and be retained for 31 days. This example shows a
schedule that will create weekend snapshots at midnight and be retained for two weeks.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 14
To apply a snapshot schedule to a storage resource, simply go to the Snapshots tab on the
Properties page of the resource and select the Snapshot Schedule option. From the
dropdown list select the desired schedule to apply to the resource.

Refer to the video demonstrations for details on creating LUN snaps, creating CG snaps,
creating file system snaps, and creating VMware datastore snaps.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 15
Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 16
The operations that can be performed on a snapshot differ based on the type of storage
resource the snapshot is on. Operations on LUN-based snapshots are Restore, Attach to
host, Detach from host, and Copy. Operations on file system-based snapshots are Restore
and Copy.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 17
The Snapshot Restore operation will roll back the storage resource to the point-in-time data
state that the snapshot captures. In this Restore example, a LUN is at a 5 o’clock data state
and is going to be Restored from a snapshot with a 4 o’clock data state.

Before performing a restore operation, detach hosts attached to any of the LUN snapshots.
Also ensure that all hosts have completed all read and write operations to the LUN you want
to restore. Finally disconnect any host accessing the LUN. This may require disabling the
host connection on the host-side.

Now the Restore operation can be performed. From the 4 o’clock snapshot select the
Restore operation. The system will automatically create a snapshot of the current 5 o’clock
data state of the LUN to capture its current data state before the restoration operation
begins. The LUN is restored to the 4 o’clock data state of the snapshot.

The hosts can now be reconnected to the resources they were connected to prior to the
restore and resume normal operations.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 18
The Restore operation is accessed from the Properties page of the storage resource. Select
its Snapshots tab then select the snapshot to restore from. The Restore operation is
accesses from the More Actions dropdown list. The system will create a restore point
snapshot of the current data state of the LUN prior to the restoration operation. Once
complete the new restore point snapshot is listed.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 19
The Snapshot Attach operation will attach a connected host to a snapshot for read/write
access to its point-in-time view of the LUN data. In this Attach example, a secondary host is
going to Attach to the 3 o’clock snapshot of the LUN.

Before performing an Attach operation, hosts must be configured for snapshot access to the
LUN. There are two possible settings: Snapshot access or LUN and Snapshot access. The
Snapshot access setting provides a secondary host read/write access to all the snapshots
associated with the LUN, but no access to the LUN itself. A host can access and recover
data from snapshots associated with the LUN but has no access to the data on the LUN
itself. The LUN and Snapshot access setting provides a primary host read/write access to
both the LUN itself and all of the snapshots associated with the storage resource. A host
can use the LUN data and can recover data from snapshots associated with the LUN.

Now the Attach operation can be performed. From the 3 o’clock snapshot, select the Attach
to host operation. The system will optionally create a copy of the snapshot to preserve its
data state before the attach operation begins. The secondary host is attached to the 3
o’clock snapshot of the LUN.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 20
To give a host access to snapshots of a LUN, from the LUN Properties page select the
Access tab. Hosts can be added to LUN access using the + icon. To provide a listed host
access to snapshots of the LUN, select the Snapshot or LUN and Snapshot setting from the
Modify Access dropdown.

The Attach to host operation is accessed from the Properties page of the storage resource.
Select its Snapshots tab then select the snapshot to attach to. The Attach to host operation
is accesses from the More Actions dropdown list. The system will optionally create a copy of
the snapshot to preserve its integrity.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 21
The Snapshot Detach operation will detach a connected host from a LUN snapshot. In this
Detach example, a secondary host is going to Detach from the 3 o’clock snapshot of the
LUN.

Before performing an Detach operation, allow any outstanding read/write operations of the
snapshot attached host to complete.

Now the Detach operation can be performed. From the 3 o’clock snapshot, select the
Detach from host operation. The secondary host is detached from the 3 o’clock snapshot of
the LUN.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 22
The Detach from host operation is accessed from the Properties page of the storage
resource. Select its Snapshots tab then select the snapshot to detach from. The action for
Attach to host and Detach from host are mutually exclusive operations. The Detach from
host operation is only available for snapshots that are attached. Select an attached
snapshot to detach from. Perform the Detach from host operation by selecting it from the
More Actions dropdown list. In the Detach confirmation window, confirm the detach
operation to complete the operation.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 23
The Snapshot Copy operation will make a copy of an existing snapshot that is either
attached or detached from a host. The copy will capture the existing data state of the
snapshot it copies. In this Copy example, a copy of an existing 4 o’clock snapshot is being
made. The copy inherits the parent snapshot data state of 4 o’clock and its retention policy.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 24
The Copy operation is accessed from the Properties page of the storage resource. Select its
Snapshots tab then select the snapshot to copy. Perform the Copy operation by selecting it
from the More Actions dropdown list. The system will provide a unique name for the
snapshot copy based on the time of creation or optionally a customized name can be
assigned.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 25
The Snapshot Restore operation for a file system is similar to the Restore operation of a
LUN. It will roll back the file system to a point-in-time data state that a read-only or
read/write snapshot captures. In this Restore example, a file system is at a 5 o’clock data
state and is going to be Restored from a read-only snapshot with a 4 o’clock data state.

Before performing a restore operation, disconnect clients from any of the file system
snapshots. Also quiesce IO to the file system being restored.

Now the Restore operation can be performed. From the 4 o’clock snapshot select the
Restore operation. The system will automatically create a snapshot of the current 5 o’clock
data state of the file system to capture its current data state before the restoration
operation begins. The file system is restored to the 4 o’clock data state of the snapshot.

The connections and IO to the resources can now be resumed for normal operations.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 26
The Restore operation is accessed from the Properties page of the storage resource. Select
its Snapshots tab then select the snapshot to restore from. The Restore operation is
accesses from the More Actions dropdown list. The system will create a restore point
snapshot of the current data state of the file system prior to the restoration operation. Once
complete the new restore point snapshot is listed.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 27
The Snapshot Copy operation will make a copy of an existing file system snapshot that is
either read-only or read/write shared or unshared. The copy will capture the existing data
state of the snapshot it copies. In this Copy example, a copy of an existing 4 o’clock read-
only snapshot is being made. The copy will be read/write and inherits the parent snapshot
data state of 4 o’clock and its retention policy.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 28
The Copy operation is accessed from the Properties page of the storage resource. Select its
Snapshots tab then select the snapshot to copy. Perform the Copy operation by selecting it
from the More Actions dropdown list. The system will provide a unique name for the
snapshot copy based on the time of creation or optionally a customized name can manually
assigned.

Refer to the video demonstrations for details on accessing a LUN snapshot, accessing a
read/write file system snapshot, and accessing a read-only file system snapshot.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 29
Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 30
Unity Replication is a feature enabled with the Replication license for replication of Unity
storage resources; block storage LUNs, VMware Datastores, and file storage file systems,
VMware NFS Datastores and NAS Servers. Remote replication, shown here, provides
storage resource replication between Unity systems for storage resources. The file-based
storage resources of VMware NFS Datastores, NAS Servers, and file systems are replicated
to a remote Unity system asynchronously. The block-based storage resources of VMware
VMFS datastores, LUNs and LUN Consistency Groups are replicated to a remote Unity
system in either an asynchronous or synchronous manner.

Remote Replication is one method that enables data centers to avoid disruptions in
operations. In a disaster recovery scenario, if the source site becomes unavailable, the
replicated data will still be available for access from the remote site. Remote Replication
uses a Recovery Point Objective (RPO) which is an amount of data, measured in units of
time to perform automatic data synchronization between the source and remote systems.
The RPO for asynchronous replication is configurable. The RPO for synchronous replication
is set to zero. The RPO value represents the acceptable amount of data that may be lost in
a disaster situation. The remote data will be consistent to the configured RPO value. The
minimum and maximum RPO values are 5 minutes and 1440 minutes (24 hours).

Remote Replication is also beneficial for keeping data available during planned downtime
scenarios. If a production site has to be brought down for maintenance or testing the
replica data can be made available for access from the remote site. In a planned downtime
situation, the remote data is synchronized to the source before being made available and
there is no data loss.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 31
With Unity Replication, it is possible to asynchronously replicate storage resources locally
within the same Unity system as shown here. The storage resources are replicated from one
storage Pool to another within the same Unity system. The feature can be helpful should a
storage resource need to be moved for Pool capacity reasons or for changing the type of
storage the resource uses. For example, a resource could be moved from a Pool having
performance disks to a Pool having capacity disks for archival reasons.

The main focus of this training is with remote replication since it has more elements to
configure, create and manage.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 32
The architecture for Unity Asynchronous Remote Replication is shown here. The graphic
illustrates a remote asynchronous replication session for a file system. The architecture is
the same for replicating any other file or block-based storage resource asynchronously.

Fundamental to remote replication is connectivity and communication between the source


and destination systems. A data connection is required to carry the replicated data and it is
formed from Replication Interfaces. They are IP-based connections established on each
system. A communication channel is also required to manage the replication session. The
management channel is established on a Replication Connection. It defines the
management interfaces and credentials for the source and destination systems.

Asynchronous Replication architecture utilizes Unified Snapshots. The system creates two
snapshots for the source storage resource and two corresponding snapshots for the
destination storage resource. These system created snapshots cannot be modified. Based
on the replication RPO value the source snapshots are updated in an alternating fashion to
capture the source data state differences, known as deltas. The data delta for the RPO
timeframe is replicated to the destination. After the data is replicated the corresponding
destination snapshot is updated. The two corresponding snapshots capture a common data
state, known as a common base. The common base can be used to restart a stopped or
disrupted replication session.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 33
The architecture for Unity Asynchronous Local Replication is shown here. The difference
between the local and remote architecture seen previously is that the local architecture
does not require the communications to a remote peer. The management and data
replication paths are all internal within the single system. Otherwise, local replication uses
Snapshots in the same manner. Local replication uses source and destination objects on the
two different Pools similar to how remote replication uses source and destination on two
different systems.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 34
The asynchronous replication process is the same for local and remote replication. Shown
here is remote replication. The asynchronous replication of a storage resource has an initial
process followed by an ongoing synchronization process. The starting point is a data
populated storage resource on a source system that is available to production and has a
constantly changing data state.

The first step of the initial process for asynchronous replication is to create a storage
resource of the exact same capacity on the destination system. The storage resource is
created automatically by the system and contains no data. In the next step, corresponding
snapshot pairs are created automatically on the source and destination systems. They
capture point-in-time data states of their storage resource.

The first snapshot on the source system is used to perform an initial copy of its point-in-
time data state to the destination storage resource. This initial copy can take a significant
amount of time if the source storage resource contains a large amount of existing data.

Once the initial copy is complete, the first snapshot on the destination system is updated.
The data states captured on the first snapshots are now identical and form a common base.

Because the source storage resource is constantly changing, its data state is no longer
consistent with the first snapshot point-in-time. In the synchronization process, the second
snapshot on the source system is updated, capturing the current data state of the source.

A data difference, or delta is calculated from the two source system snapshots and a
differential copy is made from the second snapshot to the destination storage resource.

After the differential copy is complete, the second snapshot on the destination system is
updated to form a common base with its corresponding source system snapshot.

The cycle of differential copies continues for the session by alternating between the first
and second snapshot pairs based on the RPO value. The first source snapshot is updated,
the data delta is calculated and copied to the destination, the first destination snapshot is
updated forming a new common base. The cycle repeats using the second snapshot pair.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 35
The architecture for Unity Synchronous Replication is shown here. The graphic illustrates a
remote synchronous replication session for a LUN. The architecture is the same for
replicating any other block-based storage resource synchronously.

The same fundamental remote replication connectivity and communication between the
source and destination systems seen earlier for asynchronous remote replication are also
required for synchronous replication. A data connection to carry the replicated data is
required and is formed using fibre channel connections between the replicating systems. A
communication channel is also required to manage the replication session. For synchronous
replication, part of the management is provided using Replication Interfaces that are IP
based interfaces for SPA and SPB using specific Sync Replication Management Ports. The
management communication between the replicating systems is established on a
Replication Connection. It defines the management interfaces and credentials for the source
and destination systems.

Synchronous Replication architecture utilizes Write Intent Logs (WIL) on each of the
systems involved in the replication. These are internal LUNs created automatically by each
system. There is a WIL for SPA and one for SPB on each system. They hold fracture logs
that are designed to track changes to the source LUN should the destination LUN become
unreachable. When the destination becomes reachable again it will automatically recover
synchronization to the source using the fracture log, thus avoiding the need for a full
synchronization.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 36
The synchronous replication of a storage resource has an initial process followed by an
ongoing synchronization process. The starting point is a data populated storage resource on
the source system that is available to production and has a constantly changing data state.

The first step of the initial process for synchronous replication is to create a storage
resource of the exact same capacity on the destination system. The storage resource is
created automatically by the system and contains no data.

In the next step, SPA and SPB Write Intent Logs are automatically created on the source
and destination systems.

An initial synchronization of the source data is then performed. It copies all of the existing
data from the source to the destination. The source resource is available to production
during the initial synchronization but the destination will be unusable until the
synchronization completes.

Once the initial synchronization is complete, the process to maintain synchronization


begins. When a primary host writes to the source the system delays the write
acknowledgement back to the host. The write is replicated to the destination system. Once
the destination system has verified the integrity of the data write it sends an
acknowledgement back to the source system. At that point, the source system sends an
acknowledgement of the write back to the host. The data state is synchronized between the
source and destination. Should recovery be needed from the destination, its RPO would be
zero.

Should the destination become unreachable, the replication session will be out of
synchronization. The source Write Intent Log for the SP owning the resource will track the
changes. When the destination becomes available the systems will automatically recover
synchronization using the WIL.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 37
Synchronous replications will have states for describing the session and its associated
synchronization.

An Active session state indicates normal operations and the source and destination are In
Sync.

A Paused session state indicates the replication has been stopped and will have a Sync
State of Consistent indicating the WIL will be used to perform synchronization of the
destination.

A Failed Over session will have one of two Sync States. It can show Inconsistent meaning
the Sync State was not In Sync or Consistent prior to the Failover. If the Sync State was In
Sync prior to Failover, it will be Out of Sync after session Failover.

A Lost Sync Communications session state indicates the destination is unreachable. It can
have any of the following Sync States: Out of Sync, Consistent or Inconsistent.

A Sync State of Syncing indicates a transition from Out of Sync, Consistent or Inconsistent
due to the session changing to an Active state from one of its other states; for example if
the system has been recovered from the Lost Sync Communications state.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 38
The table details the various maximum capabilities for Asynchronous Replication based on
specific Unity models.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 39
This table details various maximum capabilities for Synchronous Replication based on
specific Unity models.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 40
Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 41
Replication sessions are created on storage resources for Block, File and VMware. And all
are done in a similar manner.

For Block, the replication is created on a LUN or a group of LUNs in the case of a
Consistency Group. For File, the replication is configured on a NAS server and file systems.
For VMware the storage resource is either going to be a LUN-based VMFS datastore or a file
system-based NFS datastore. When creating each of these storage resources, the Unity
system provides a wizard for their creation. Each wizard provides an option to automatically
create the replication on the resource. Each resource replication creation is nearly identical
to the other resources.

For any existing resource, replications can be created manually from their Properties page.
As with the wizard, the replication creation from the resource Properties page is nearly
identical to the other resources. The following few slides will show replication creation
within the Block storage LUN creation wizard and the File storage file system creation
wizard. It will also show replications created manually from the LUN and file system
Properties pages.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 42
Because file system access is dependent on a NAS Server, to remotely replicate a file
system, the associated NAS Server will need to be replicated first. When a NAS Server is
replicated, any file systems associated with the NAS server will also be replicated as
separate replication sessions; a session for the NAS Server and a session for each
associated file system.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 43
The steps for creating remote replication sessions are somewhat different depending upon
the replication mode; either Asynchronous or Synchronous. Asynchronous remote
replication steps are covered here. The Synchronous replication steps will be covered next.

Before an Asynchronous Replication session can be created, communications need to be


established between the replicating systems. The first step for establishing communications
is to create Replication Interfaces on both the source and destination systems. The
interfaces will form the connection for replicating the data between the systems. The next
step is to create a Replication Connection between the systems. This is done on either the
source or the destination. It establishes the management channel for replication. After it is
created, the connection should be verified from the peer system. With these steps
complete, communications are now in place for a session to be created for a storage
resource. A session can be defined for a storage resource during the resource creation or if
the storage resource already exists, it can be selected as a source for replication. The
replication settings are then defined, which include the replication mode, the RPO value and
the destination system. The system will then automatically create the destination resource
and the Unified Snapshot pairs on both systems. Then the replication session is established.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 44
Now we will cover the steps for creating a Synchronous replication session.

Before a Synchronous Replication session can be created, communications need to be


established between the replicating systems. The first step is to verify the designated
Synchronous FC Ports on the source and destination systems and establish FC connectivity
to form the connections for replicating data. The next step is to create Replication
Interfaces on both the source and destination systems. The interfaces must be created on
the Sync Replication Management Ports and will form a portion of the management channel
for replication. A Replication Connection between the systems is created next. This is done
on either the source or the destination. It establishes the management channel for
replication. After it is created, the connection should be verified from the peer system. With
these steps complete, communications are now in place for a session to be created for a
storage resource. A storage resource can now be selected for replication. It can be selected
during the resource creation wizard. Or if the storage resource already exists, it can be
selected from the storage resource Properties page. The next step is to define the
replication settings which define the replication mode and destination system. The system
will automatically create the destination resource and the Write Intent Logs on both
systems. Then the replication session is established.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 45
Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 46
Before you create a remote replication session, you first need to configure active
communications channels between the two systems. This involves first creating Replication
Interfaces on the source and destination systems. Then a Replication Connection is created
between the systems.

For Asynchronous Replication, the Replication Interfaces are dedicated IP-based


connections between the systems that will carry the replicated data. The interfaces are
defined on each SP using IPv4 or IPv6 addressing and will establish the required network
connectivity between the corresponding SPs of the source and destination systems. The
Replication Connection pairs together the Replication Interfaces between the source and
destination systems. It also defines the replication mode between the systems;
Asynchronous, Synchronous or both. The connection is also configured with the
management interface and credentials for both of the replicating systems

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 47
The creation of Replication Interfaces for remote asynchronous replication is covered here.
Replication Interfaces are not required for local asynchronous replication.

The system’s user interface provides a Replications management page that includes a
section for the Interfaces. With the Interfaces section selected, the + icon is used to create
new Replication Interfaces. On the creation screen, an available Ethernet Port from the
system must be selected. An IP address and subnet mask must be provided for both SPs.
Gateway addressing is optional and a VLAN ID configuration is also provided if needed.

As noted before, Replication Interfaces need to be created on both of the replicating


systems. The creation of Replication Interfaces needs to be repeated on the peer system.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 48
After the Replication Interfaces are created, a Replication Connection is created between
the two systems for remote asynchronous replication and is not required for local
replication. The Replication Connection only needs to be created on one of the replicating
systems. The requirements of the connection include the remote system management IP
address and its management credentials. The local system management password is also
required. Finally a replication mode must be selected from the drop-down. Choices are
Asynchronous, Synchronous or Both. For Asynchronous replication the Mode must be set
Asynchronous or Both. If Both is selected, Asynchronous and Synchronous sessions can be
configured between the two systems.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 49
After the Replication Connection between systems has been created, the connection can be
verified from the peer system using the Verify and Update option. This option can also be
used to update Replication Connections if anything has been modified with the connection
or the interfaces. The updated Connection status will be displayed.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 50
The active communication channels required for Synchronous Replication are significantly
different from the previously discussed communications for Asynchronous Replication. The
first communications configuration required for Synchronous Replication are the Fibre
Channel connections between the corresponding SPs of the source and destination systems.
The Fibre Channel connectivity can be zoned fabric or direct connections. This connectivity
will carry the replicated data between the systems. Next configured are the Replication
Interfaces which are IP-based connections configured on specific Sync Replication
Management Ports on the SPs of each system. These interfaces are part of the replication
management channel. The Replication Connection is configured next and is the same as
discussed for Asynchronous Replication; it defines the replication mode, the management
interface and credentials for both of the replicating systems, and completes the
configuration of the management channel.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 51
One of several Fibre Channel ports on each SP of the Unity system is configured and used
for Synchronous Replication. If available, the system will use Fibre Channel Port 4 of SPA
and SPB. If not available, then the system uses Fibre Channel Port 0 of IO module 0. If that
is not available, then Port 0 of IO module 1 is used.

The CLI console command can be used to verify the Fibre Channel port that the system has
specified as the Synchronous FC Ports on the SPs. The slide shows an example of running
the UEMCLI command “/remote/sys show –detail” command. In the abbreviated
example output, Fibre Channel Port 4 is specified by the system as the as the Synchronous
FC port for SPA and SPB.

Once the Synchronous FC Ports on the source and destination systems have been verified,
Fibre Channel connectivity can be established between the corresponding ports on the SPs
of each system. Direct connect or zoned fabric connectivity is supported.

Although the Synchronous FC ports will also support host connectivity, it is recommended
that they be dedicated to Synchronous Replication.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 52
The replication Interfaces for Synchronous replication are created in a similar fashion as
seen with Asynchronous replication. The requirement for Synchronous replication is that the
Interfaces are created on the Sync Replication Management Port of each SP. This is a virtual
device that uses the same physical network connection as the SP Management port. The
interfaces are configured on the same network as the SP Management but can use a
different network if VLANs are used.

The Replication Interfaces need to be configured on both the source and destination
systems.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 53
After the Replication Interfaces are created, a Replication Connection is created between
the two systems. This only needs to be created on one of the replicating systems. The
requirements of the connection include the remote system management IP address and its
management credentials. The local system management password is also required. Finally
a replication mode must be selected from the drop-down. Choices are Asynchronous,
Synchronous or Both. For Synchronous replication the Mode must be set Synchronous or
Both. If Both is selected, Synchronous and Asynchronous sessions can be configured
between the two systems.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 54
After the Replication Connection between systems has been created, the connection can be
verified from the peer system using the Verify and Update option. This option can also be
used to update Replication Connections if anything has been modified with the connection
or the interfaces. The updated Connection status will be displayed.

Refer to the video demonstration for details on creating replication communications.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 55
Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 56
Asynchronous Replication sessions can be created as part of the wizard that creates any
Unity storage resource. From the NAS Server creation wizard example, the Replication step
within the wizard is shown. Checking the Enable Replication option will expose the
“Replication Mode”, “RPO”, and “Replicate To” fields required to configure the session. The
mode must be set to Asynchronous to create an Asynchronous replication session. To
create a remote replication session, select the remote system from the “Replicate To” drop-
down. Select Local if configuring a local replication session. A “Destination Configuration”
button is also exposed to provide information concerning the destination resources to be
used for the session.

As noted before; there is a dependency between a NAS Server and a file system. The NAS
server must be replicated prior to any associated file system.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 57
Asynchronous Replication sessions can also be created from the storage resource Properties
page; a VMware NFS Datastore, a NAS Server or a file system. From the NAS Server
Properties page example, the “Configure Replication” button is presented to create a
replication session. It starts a wizard with a number of steps to configure the replication
session. The Replication Settings step requires the “Replication Mode”, “RPO”, and
“Replicate To” settings for the session. The mode must be set to Asynchronous to create an
Asynchronous replication session.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 58
The next step defines what resources on the destination system the replicated item will use.
The Name, Pool and Storage Processor settings are required.

In the NAS Server replication example, the NAS Server has an associated file system and a
separate replication session will be created for it. The table details the destination resources
that will be used for the file system. It can be selected and edited to further define its
destination resources.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 59
The wizard presents a Summary screen for the configured replication.

In the example, sessions for the NAS Server and its associated file system will be created.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 60
The creation Results page displays the progress of the destination resource creation and the
session creation.

When it is complete the created sessions can be viewed from the Replications page by
selecting the Sessions section.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 61
Synchronous Replication sessions can be created as part of the wizard that creates the
storage resource; a Block LUN or a VMware VMFS Datastore. From the LUN creation wizard
example, the Replication step within the wizard is shown. Checking the Enable Replication
option will expose the “Replication Mode” and “Replicate To” fields required for configuring
the session. The Mode must be set to Synchronous to create a Synchronous replication
session. A “Destination Configuration” button is also exposed to provide information
concerning the destination resources to be used for the session.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 62
Synchronous Replication sessions can also be created from the storage resource Properties
page; a VMware VMFS datastore or a Block LUN. From the LUN Properties page example,
the “Configure Replication” button is presented to create a replication session. It starts a
wizard with a number of steps to configure the replication session. The Replication Settings
step requires the “Replication Mode” and “Replicate To” settings for the session. The Mode
must be set to Synchronous to create a Synchronous replication session.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 63
The next step defines what resources on the destination system the replicated item will use.
The Name and Pool settings are required. A Tiering Policy drop-down is also available.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 64
The wizard presents a Summary screen for the configured replication.

In the example, the session settings for the replication and destination are displayed.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 65
The creation Results page displays the progress of the destination resource creation and the
session creation.

When it is complete the created session can be viewed from the Replications page by
selecting the Sessions section.

Refer to the video demonstration for details on creating remote replication sessions.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 66
Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 67
Replication sessions can be managed within Unisphere from two areas. The Replications
page Sessions selection provides a list of all the replication sessions. When a specific
session is selected it can be deleted, edited or by using the More Actions drop-down a
variety of replication operations can be performed.

Similar management of a session can also be done from the Properties page of the
replicated object. The Replication tab displays information about the session, provides
certain editable fields and buttons to delete or perform various replication operations.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 68
Replication sessions can be managed from the source or destination systems. The
operations possible will differ between source or destination. The operations will also differ
based on the type of replication, Asynchronous or Synchronous, and the state of the
session.

The example is from an asynchronous file system replication that is in a normal state. From
the source it is possible to perform session Pause, Sync or Failover with Sync operations.
From the destination it is only possible to perform a session Failover operation.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 69
The table provides a list of replication operations, a brief description of it, and which
replication mode supports the operation.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 70
Because a NAS Server has a network interface associated with it, when the server is
replicated its network configuration is also replicated. During replication, the source NAS
Server interface is active and the destination NAS Server interface is not active. Having the
source and destination interfaces the same for the two NAS Servers is fine for an
environment where there is similar networking in place for both the source and destination
sites. For an environment where the source and destination sites have different networking,
it is important to modify the network configuration of the destination NAS Server to ensure
it will operate correctly in a failover event. This is performed from the NAS Server’s
Properties page on the destination system. Select the Override option and configure the
destination NAS Server for the networking needs of the destination site. Because the NAS
Server effectively changes its IP address when failed over, clients may need to flush their
DNS client cache to connect to the NAS Server when failed over.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 71
Because of the file system dependence on the NAS Server, replication operations must be
done on the NAS Server first then to the associated file system.

The example illustrates the order of failover for a NAS Server and an associated file system.
Failover must be done first to the NAS Server, then to its associated file system. The same
is true for the Resume operation after Failover. The Resume operation is initiated first on
the NAS Server then the associated file system. Failback is done in the same order; first to
the NAS Server then to the associated file system.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 72
Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 73
Failover with Sync is an operation available to Asynchronous replication sessions. It is used
for a planned event, either scheduled maintenance or disaster recovery testing when both
the primary and secondary sites are available. It provides data availability from the
secondary site.

The example illustrates the process of the operation. It starts with issuing the Failover with
Sync operation from Site A which is the primary production site. The operation will remove
access to the replicated object on Site A. A synchronization from the Site A object to the
Site B object happens next and when it completes the replication session is paused. The
operation then makes the Site B object available for access.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 74
Failover is an operation available to replication sessions of either mode; Asynchronous or
Synchronous. It is used for an unplanned event when the primary production site is
unavailable. It provides access to the replicated data from the secondary site.

The example illustrates the process of the operation. The primary production site becomes
unavailable and all its operations cease. Data is not available and replication between the
sites can no longer proceed. A Failover operation is issued from Site B which is the
secondary production site. The operation Pauses the existing replication session so that the
session will not start again should Site A become available. The operation then makes the
Site B object available for access and production can resume.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 75
Resume is an operation available to replication sessions of either mode; Asynchronous or
Synchronous. It is used to restart a Paused replication session. When a failed over session
is resumed from its Paused state the direction of replication is reversed.

The example illustrates the process of a Resume operation for a session that is failed over.
The Site A replicated object must be available before the replication session can be
resumed. The Resume operation is issued from Site B. The operation will restart the Paused
session in the reverse direction. This will update the Site A object with any changes that
may have been made to the Site B object during the failover. The session will now be in a
normal state with the direction being from Site B to Site A.

One may use this method of restarting replication, rather that a Failback operation, if
production had been serviced from the Site B object for a significant amount of time. The
Resume operation will synchronize the Site A object to the data state of the Site B object.
To return production to the Site A object would require a session Failover operation followed
by another Resume operation.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 76
Failback is an operation available to replication sessions that have failed over, either
Asynchronous or Synchronous. As its name implies, it is used to return a replication session
to the state it had prior to being failed over.

The example illustrates the process of a Failback operation. The Site A replicated object
must be available before the Failback operation can be initiated on a session. The Failback
operation is issued from Site B. The operation will remove access to the Site B object and
synchronize the Site A object to the data state of the Site B object. The operation then
allows access to the Site A object for production. Replication is restarted using the Site A
object as a source and the Site B object as a destination. This single operation returns the
object’s replication state as it was prior to the failover.

One would use this operation to fail back from failovers lasting for only short time periods.
It is important to note that if the Site B object had accumulated a significant amount of
change due to long periods of failover, the resync can take a significant amount of time.

Refer to the video demonstrations for details on asynchronous and synchronous failover and
failback.

Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 77
Copyright 2016 EMC Corporation. All rights reserved. Unity Data Protection 78

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