Chapter 4 Communication
Chapter 4 Communication
Introduction
interprocess communication is at the heart of all distributed
systems
communication in distributed systems is based on message
passing as offered by the underlying network as opposed to
using shared memory
modern distributed systems consist of thousands of
processes scattered across an unreliable network such as
the Internet
unless the primitive communication facilities of the network
are replaced by more advanced ones, development of large
scale Distributed Systems becomes extremely difficult
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Objectives of the Chapter
review of how processes communicate in a network (the
rules or the protocols) and their structures
introduce the four widely used communication models for
distributed systems:
Remote Procedure Call (RPC)
Remote Method Invocation (RMI)
Message-Oriented Middleware (MOM)
Streams
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A. Layered Protocols
two computers, possibly from different manufacturers, must
be able to talk to each other
for such a communication, there has to be a standard
The ISO OSI (Open Systems Interconnection) Reference
Model is one of such standards - 7 layers
TCP/IP protocol suite is the other; has 4 or 5 layers
OSI
Open – to connect open systems or systems that are open
for communication with other open systems using standard
rules that govern the format, contents, and meaning of the
messages sent and received
these rules are called protocols
two types of protocols: connection-oriented and
connectionless
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layers, interfaces, and protocols in the OSI model
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Media (lower) Layers
Physical: Physical characteristics of the media
Data Link: Reliable data delivery across the link
Network: Managing connections across the network
or routing
Transport: End-to-end connection and reliability
(handles
lost packets); TCP (connection-oriented),
UDP (connectionless), etc.
Session: Managing sessions between applications
(dialog control and synchronization); rarely
supported
Presentation: Data presentation to applications; concerned
with the syntax and semantics of the
information transmitted
Application: Network services to applications; contains
protocols that are commonly needed by
users;
Host (upper) FTP, HTTP, SMTP, ...
Layers
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Transport Protocols: Client-Server TCP
Middleware Protocols
a middleware is an application that contains general-purpose
protocols to provide services
example of middleware services
authentication and authorization services - Chapter 8
distributed transactions (commit protocols; locking
mechanisms) - Chapters 5 and 7
middleware communication protocols (calling a procedure
or invoking an object remotely, synchronizing streams for
real-time data, multicast services) - see later in this Chapter
hence an adapted reference model for networked
communications is required
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4.1 Remote Procedure Call
the first distributed systems were based on explicit message
exchange between processes through the use of explicit
send and receive procedures; but do not allow access
transparency
in 1984, Birrel and Nelson introduced a different way of
handling communication: RPC
it allows a program to call a procedure located on another
machine
simple and elegant, but there are implementation problems
the calling and called procedures run in different address
spaces
parameters and results have to be exchanged; what if the
machines are not identical?
what happens if both machines crash?
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Conventional Procedure Call, i.e., on a single machine
e.g. count = read (fd, buf, bytes); a C like statement, where
fd is an integer indicating a file
buf is an array of characters into which data are read
bytes is the number of bytes to be read
Stack pointer
Stack pointer
15
original message on the Pentium
(the numbers in boxes indicate the address of each byte)
the message after receipt on the SPARC; wrong integer (224+226 = 83886080), but
correct string
16
one approach is to invert the bytes of each word after
receipt
the message after being inverted (correct integer but wrong string)
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2. Passing Reference Parameters
assume the parameter is a pointer to an array
copy the array into the message and send it to the server
the server stub can then call the server with a pointer to this
array
the server then makes any changes to the array and sends it
back to the client stub which copies it to the client
this is in effect call-by-copy/restore
optimization of the method
one of the copy operations can be eliminated if the stub
knows whether the parameter is input or output to the
server
if it is an input to the server (e.g., in a call to write), it need
not be copied back
if it is an output, it need not be sent over in the first place;
only send the size
the above procedure can handle pointers to simple arrays
and structures, but difficult to generalize it to an arbitrary
data structure 18
Parameter Specification and Stub Generation
the caller and the callee need to use the same protocol
(format of messages) and the same steps; with such rules the
client and server stubs can assemble, communicate, and
interpret messages correctly
consider the following example; the procedure foobar has 3
parameters: a character, a floating point number, and an array
of 5 integers
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Extended RPC Models
to solve some of the shortcomings of the original model
no need of network communication if server and client are
on the same machine
no need of blocking for the client in some cases
a. Doors
the original RPC model assumes that the caller and the
callee can communicate only by means of passing
messages over a network; what if they are colocated on
the same machine?
a door is a generic name for a procedure in the address
space of a server process that can be called by a process
colocated with the server
support from the local OS is required
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1. the server process registers a door before it can be called
(door_create) and a name is attached to it
2. a client calls a door by a system call (door_call) including
all parameters
3. results are returned by the system call door_return
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b. Asynchronous RPC
if there is no need to block the client until it gets a reply
two cases
1. if there is no result to be returned
e.g., adding entries in a database, ...
the server immediately sends an ack promising that it
will carryout the request
the client can now proceed without blocking
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DCE (Distributed Computing Environment) RPC
a middleware and an example RPC system developed by
OSF (Open Software Foundation), now The Open Group
it is designed to execute as a layer of abstraction between
existing OSs and distributed applications
the Open Group sells the source code and vendors integrate
it into their systems
it uses the client-server programming model and
communication is by means of RPCs
services
distributed file service: a worldwide file system that
provides a transparent way of accessing files
directory service: to keep track of the location of all
resources in the system (machines, printers, data,
servers, ...); a process can ask for a resource without
knowing its location
security service: for protecting resources; access is only
through authorization 27
distributed time service: to maintain clocks on different
machines synchronized (clock synchronization is covered
in Chapter 5)
Steps in writing a Client and a Server in DCE RPC
the system consists of languages, libraries, daemons,
utility programs, ... for writing clients and servers
IDL (Interface Definition Language) is the interface
language - the glue that holds everything together
it contains type definitions, constant declarations
and what the procedures do (only their syntax)
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Uuidgen generates a prototype IDL file with a globally unique interface
identifier
the IDL file is edited (filling the names of procedures and parameters) and
the IDL compiler is called to generate 3 files
the application writer writes the client and server codes and are then
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compiled and linked together with the stubs
Binding a Client to a Server in DCE RPC
for a client to call a server, the server must be registered (1
& 2)
the registration allows the client to locate the server and
bind to it
the DCE daemon maintains a table (server, endpoint) and the
protocols the server uses
the directory server maintains the locations of all resources
in the system (machines, servers, data,, ...)
two steps for server location
locate the server’s machine (3)
locate the server process on that machine (which has
what is called an endpoint or port) (4)
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4.2 Remote Object (Method) Invocation (RMI)
resulted from object-based technology that has proven its
value in developing nondistributed applications
it is an expansion of the RPC mechanisms
it enhances distribution transparency as a consequence of
an object that hides its internal from the outside world by
means of a well-defined interface
Distributed Objects
an object encapsulates data, called the state, and the
operations on those data, called methods
methods are made available through interfaces
the state of an object can be manipulated only by invoking
methods
this allows an interface to be placed on one machine while
the object itself resides on another machine; such an
organization is referred to as a distributed object
the state of an object is not distributed, only the interfaces
are; such objects are also referred to as remote objects 32
the implementation of an object’s interface is called a proxy
(analogous to a client stub in RPC systems)
it is loaded into the client’s address space when a client
binds to a distributed object
tasks: a proxy marshals method invocation into messages
and unmarshals reply messages to return the result of the
method invocation to the client
a server stub, called a skeleton, unmarshals messages and
marshals replies
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common organization of a remote object with client-side proxy
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Binding a Client to an Object
a process must first bind to an object before invoking its
methods, which results in a proxy being placed in the
process’s address space
binding can be implicit (directly invoke methods using
only a reference to an object) or explicit (by calling a
special function)
an object reference could contain
network address of the machine where the object
resides
endpoint of the server
an identification of which object
the protocol used
...
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Distr_object* obj_ref; //Declare a systemwide object reference
obj_ref = …; //Initialize the reference to a distributed object
obj_refdo_something(); //Implicitly bind and invoke a method
(a)
Distr_object obj_ref; //Declare a systemwide object reference
Local_object* obj_ptr; //Declare a pointer to local objects
obj_ref = …; //Initialize the reference to a distributed object
obj_ptr = bind(obj_ref); //Explicitly bind and obtain a pointer to the local proxy
obj_ptrdo_something(); //Invoke a method on the local proxy
(b)
a) an example with implicit binding using only global references
b) an example with explicit binding using global and local references
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Parameter Passing
there are two situations when invoking a method with
object reference as parameter; is the object local or
remote to the client?
remote object: copy and pass the reference of the object
as a value parameter; this means the object is passed by
reference
local object: a copy of the object is passed; this means the
object is passed by value
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the situation when passing an object by reference or by value
two examples:
DCE Remote Objects
Java RMI
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4.3 Message Oriented Communication
RPCs and RMIs are not adequate for all distributed system
applications
the provision of access transparency may be good but
they have semantics that is not adequate for all
applications
example problems
they assume that the receiving side is running at the
time of communication
a client is blocked until its request has been processed
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Persistence and Synchronicity in Communication
assume the communication system is organized as a
computer network shown below
Persistent Transient
Asynchronous
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persistent asynchronous communication persistent synchronous communication
43
transient asynchronous communication receipt-based transient synchronous communication
44
delivery-based transient synchronous response-based transient synchronous
communication at message delivery communication
the sender is blocked until the strongest form; the sender is
message is delivered to the blocked until it receives a reply
receiver for further processing; message from the receiver
e.g., asynchronous RPC
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Message-Oriented Transient Communication
many applications are built on top of the simple message-
oriented model offered by the transport layer
standardizing the interface of the transport layer by
providing a set of primitives allows programmers to use
messaging protocols
they also allow porting applications
Berkley Sockets
an example is the socket interface as used in Berkley
UNIX
a socket is a communication endpoint to which an
application can write data that are to be sent over the
network, and from which incoming data can be read
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Primitive Meaning
Create a new communication endpoint; also executed by
Socket
reserve resources to send and receive messages both
Attach a local address to a socket; e.g., IP
Bind
address with a known port number
executed by
Announce willingness to accept connections; for
Listen servers
connection-oriented communication
Accept Block caller until a connection request arrives
Actively attempt to establish a connection; the executed by
Connect
client is blocked until connection is set up clients
Send Send some data over the connection
executed by
Receive Receive some data over the connection
both
Close Release the connection
socket primitives for TCP/IP
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connection-oriented communication pattern using sockets
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The Message-Passing Interface (MPI)
sockets were designed to communicate across networks
using general-purpose protocol stacks such as TCP/IP
they were not designed for proprietary protocols developed
for high-speed interconnection networks; of course
portability will suffer
MPI is designed for parallel applications and tailored for
transient communication
MPI assumes communication takes place within a known
group of processes, where each group is assigned an
identifier (groupID)
each process within a group is also assigned an identifier
(processID)
a (groupID, processID) identifies the source or destination of
a message, and is used instead of a transport-level address
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Primitive Meaning
Append outgoing message to a local send buffer; to support
MPI_bsend
transient asynchronous communication
Send a message and wait until copied to local or remote
MPI_send buffer (to support receipt-based transient synchronous
communication)
Send a message and wait until receipt starts (to support
MPI_ssend
delivery-based transient synchronous communication)
Send a message and wait for reply (to support response-
MPI_sendrecv
based transient synchronous communication)
Pass reference to outgoing message, and continue (a
MPI_isend
variant of MPI_send)
Pass reference to outgoing message, and wait until receipt
MPI_issend
starts (a variant of MPI_ssend)
MPI_recv Receive a message; block if there are none
MPI_irecv Check if there is an incoming message, but do not block
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Message-Oriented Persistent Communication
there are message-oriented middleware services, called
message-queuing systems or Message-Oriented Middleware
(MOM)
they support persistent asynchronous communication
they have intermediate-term storage capacity for messages,
without requiring the sender or the receiver to be active
during message transmission
unlike Berkley sockets and MPI, message transfer may take
minutes instead of seconds or milliseconds
Message-Queuing Model
applications communicate by inserting messages in
specific queues
it permits loosely-coupled communication
the sender may or may not be running; similarly the
receiver may or may not be running, giving four possible
combinations
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four combinations for loosely-coupled communications using queues
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Primitive Meaning
Append a message to a specified queue; by the sender
Put
and is nonblocking
Block until the specified queue is nonempty, and remove
Get
the first message
Check a specified queue for messages, and remove the
Poll
first. Never block
Install a handler to be called when a message is put into
Notify
the specified queue; usually a daemon
basic interface to a queue in a message-queuing system
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General Architecture of a Message-Queuing System
messages can be put only into queues that are local to the
sender (same machine or on a nearby machine on a LAN)
such a queue is called the source queue
messages can also be read only from local queues
a message put into a local queue must contain the
specification of the destination queue; hence a message-
queuing system must maintain a mapping of queues to network
locations; like in DNS
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the general organization of a message-queuing system with routers
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Message Brokers
how can applications understand the messages they receive
each receiver can not be made to understand message formats
of new applications
hence, in a message-queuing system conversations are
handled by message brokers
a message broker converts incoming messages to a format
that can be understood by the destination application based on
a set of rules
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The Challenge
new applications
multimedia will be pervasive in 10 years (as graphics)
storage and transmission
e.g., 2 hours uncompressed HDTV (1920×1080) movie:
1.1 TB (1920×1080x3x25x60x60x2)
videos are extremely large, even compressed
continuous delivery
e.g., 30 frames/s (NTSC), 25 frames/s (PAL) for video
guaranteed Quality of Service
admission control
search
can we look at 100… videos to find the proper one?
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Types of Media
two types
discrete media: text, executable code, graphics, images;
temporal relationships between data items are not
fundamental to correctly interpret the data
continuous media: video, audio, animation; temporal
relationships between data items are fundamental to
correctly interpret the data
a data stream is a sequence of data units and can be applied
to discrete as well as continuous media
stream-oriented communication provides facilities for the
exchange of time-dependent information (continuous media)
such as audio and video streams
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timing in transmission modes
asynchronous transmission mode: data items are transmitted
one after the other, but no timing constraints; e.g. text transfer
synchronous transmission mode: a maximum end-to-end
delay defined for each data unit; it is possible that data can be
transmitted faster than the maximum delay, but not slower
isochronous transmission mode: maximum and minimum
end-to-end delay are defined; also called bounded delay jitter;
applicable for distributed multimedia systems
a continuous data stream can be simple or complex
simple stream: consists of a single sequence of data; e.g.,
mono audio, video only
complex stream: consists of several related simple streams
that must be synchronized; e.g., stereo audio, video
consisting of audio and video (may also contain subtitles,
translation to other languages, ...)
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movie as a set of simple streams
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a stream can be considered as a virtual connection between a
source and a sink
the source or the sink could be a process or a device
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Quality of Service (QoS)
QoS requirements describe what is needed from the
underlying distributed system and network to ensure
acceptable delivery; e.g. viewing experience of a user
for continuous data, the concerns are
timeliness: data must be delivered in time
volume: the required throughput must be met
reliability: a given level of loss of data must not be
exceeded
quality of perception; highly subjective
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QoS Dimensions
timeliness dimensions
latency (maximum delay between consecutive frames)
start-up latency (maximum delay before starting a
presentation)
jitter (delay variance)
volume dimensions
throughput in frames/sec or bits/sec or bytes/sec
reliability dimensions
MTBF (Mean Time Between Failure) of disks
MTTR (Mean Time To Repair)
error rates on the telecommunication lines
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QoS Requirements
deterministic
precise values or ranges
e.g., latency must be between 45 and 55 ms
probabilistic
probability of the required QoS
e.g., latency should be < 50 ms for 95% of the frames
stochastic distributions
e.g., frame arrival should follow normal distribution with
mean interval-time of 40 ms and 5 ms variance
classes
e.g., guaranteed and best effort
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QoS Management
can be static or dynamic
Static QoS Management Functions
specification
e.g., deterministic range for timeliness, volume and
reliability categories
negotiation
the application may accept lower level of QoS for
lower cost
admission control
if this test is passed, the system has to guarantee the
promised QoS
resource reservation
may be necessary to provide guaranteed QoS
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Dynamic QoS Management Functions
monitoring
notices deviation from QoS level
at a certain level of granularity (e.g., every 100 ms)
policing
detect participants not keeping themselves to the contract
e.g., source sends faster than negotiated (e.g., 25 fps)
maintenance
sustaining the negotiated QoS
e.g., the system requires more resources
renegotiation
client tries to adapt – may be can accept lower QoS
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QoS requirements can be specified using flow specification
containing bandwidth requirements, transmission rates,
delays, ...
e.g. by Partridge (1992)
it uses the token bucket algorithm which specifies how the
stream will shape its network traffic (in fact the leaky
bucket, as used in networking)
the idea is to shape bursty traffic into fixed-rate traffic by
averaging the data rate
packets may be dropped if the bucket is full
the input rate may vary, but the output rate remains
constant
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the principle of a token bucket algorithm
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Specifying QoS
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the basic organization of RSVP for resource reservation in a distributed system
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Stream Synchronization
how to maintain temporal relations between streams, e.g., lip
synchronization
two approaches
1. explicitly by operating on the data units of simple
streams; the responsibility of the application
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