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標題: 在電信乙太網路中提供高可用性及動態頻寬調整的Triple-play服務
Providing High Availability and Dynamic Bandwidth Allocation for Triple-play Services over Carrier Ethernet
作者: 鄭昆樺
Cheng, Kun-Hua
關鍵字: Triple-play
Carrier Ethernet
出版社: 資訊科學與工程學系所
引用: 參考文獻 [1] “40Gb/s and 100Gb/s Ethernet Task Force”, [2] E. Mikoczy, D. Sivchenko, B. Xu and V. Rakocevic,”IMS based IPTV services: architecture and implementation”, Proceedings of the 3rd international conference on Mobile multimedia communications, ICST, Brussels, Belgium, Belgium, 2007. [3] S. A. Valcourt, DSL—from A to V and back again (invited paper), Second International Conference on AccessNets ''07,pp.1-5, 2007. [4] T. Rahrer, R. Fiandra and S. Wright, “Triple-play Services Quality of Experience (QoE) Requirements”, DSL-Forum, Technical Report TR-126, Architecture & Transport Working Group, 2006. [5] “802.1D MAC Bridges”, [6] N. Zhang, M. Xu, R. Liao, H. Yoshiuchi, Y. Ji and G. Saren,”A Service-Classified and QoS-Guaranteed Triple Play Mode in FTTH Network”,Communications and Networking in China, 2006. First International Conference on ChinaCom’06, pp. 1–4,2006. [7] G. P. Sotiropoulos, D. K. Styliaras, E. A. Kosmatos, C. A. Papagianni, N. D. Tselikas, I. S. Venieris, "Triple Play Service Simulation and Packet Scheduling Performance Evaluation", International Conference on Digital Telecommunications (ICDT''06), icdt, pp.54-59,2006. [8] M. Bocci, I. Cowburn and J. Guillet, “Network high availability for ethernet services using IP/MPLS networks”, IEEE Communications Magazine, 46 (2008), pp. 90-96,2008. [9] L. Aguirre-Torres, G. Rosenfeld, C. Syst and C. A. San Jose, “High-availability in multipoint to multipoint Ethernet for the delivery of triple play services”, Optical Fiber Communication Conference, 2006 and the 2006 National Fiber Optic Engineers Conference. OFC 2006, pp. 6, 2006. [10] “Bidirectional Forwarding Detection (bfd)” [11] A. F. Gabor, V. Dobrota, K. Steenhaut and T. Blaga, “Preliminary implementation of “Bidirectional Forwarding Detection”” 11th International Conference on OPTIM 2008, pp. 217-220,2008. [12] “802.1Q - Virtual LANs”, [13] “802.1ad - Provider Bridges”, [14] “802.1ah - Provider Backbone Bridges”, [15] “RFC 4761 - Virtual Private LAN Service (VPLS) Using BGP for Auto-Discovery and Signaling”, [16] “RFC 4762 - Virtual Private LAN Service (VPLS) Using Label Distribution Protocol (LDP) Signaling”, [17] C. W. Hsu, F. S. Choi, W. S. Lai, T. C. Hou and W. L. Shyu,”Hierarchical interworking of draft Kompella and draft Lasserre approaches for VPLS”, Workshop on High Performance Switching and Routing, pp. 6 ,2006. [18] “The Metro Ethernet Forum”, [19] M. McFarland, S. Salam and R. Checker, “Ethernet OAM: key enabler for carrier class metro ethernet services”, IEEE Communications Magazine, 43 (2005), pp. 152-157,2005. [20] “IEEE P802.3ad Link Aggregation Task Force”, [21] “Iperf”, [22] “maximum jitter in SLAs”,
摘要: 隨著Triple-play服務的逐漸成熟,如何提供一個具備穩定傳輸品質的服務網路架構,是電信業者一直努力研究的課題。在本文中,我們提出一個在電信乙太網路(Carrier Ethernet)下,具備頻寬管理及高網路可用性的Triple-play服務網路架構。在此架構中,我們將匯集在一條實體乙太網路線路的語音、視訊與數據三種不同服務,利用VLAN(Virtual LAN)的技術將各服務虛擬隔離,由於單純的IEEE 802.1p環境無法滿足Triple-play的品質要求,我們提出一套監控管理機制,透過PDR動態調整各服務的限速,讓使用者未使用的閒置頻寬得以有效利用,並且讓各項服務品質獲得保證。為了提高網路的可用性,我們在PDR的上鏈電路(uplink)中導入MC-LAG(Multi-Chassis LAG)機制,用來避免單一節點失效的問題。此外經由多條VPLS(Virtual Private LAN Service)虛擬電路的建立,結合乙太網路OAM機制中的BFD(Bidirectional Forwarding Detection)機制,快速發現骨幹網路發生中斷處,透過node-level及pw-level(pseudowire-level)雙重保護進而達到快速回復網路的功能。 從實驗中,我們發現在電信乙太網路環境中,PDR使用靜態路由協定傳送至服務網路,只有在相鄰設備發生障礙時才會發現電路中斷,因此我們使用node-level的保護機制讓中斷時間達到最小。若是網路中的某節點發生問題則node-level將無法發生作用。因此我們嘗試使用動態路由協定偵測網路發生中斷,在IGP (Interior Gateway Protocol) 實驗架構下,首先以RIP路由協定進行偵測實驗,結果顯示需要180秒左右才能發現網路中斷。接著改以OSPF路由協定進行偵測實驗,結果進步到約30秒左右就能發現網路中斷。由於RIP及OSPF的收斂時間還是無法達到快速回復的要求。最後我們採用靜態路由結合BFD定期偵測方式,實驗結果顯示透過BFD偵測只要1秒就可以發現網路中斷進而切換至備援路由。此外為驗證本研究提出之node-level保護機制,實際模擬單一node故障失效後,經由MC-LAG機制只要2秒就可將訊務移轉至另一個網路節點,因此不易造成服務的中斷。經由各項實驗證明本研究所提出的架構確實具有可行性。本文提出在電信以太網路中以VLAN方式匯集提供Triple-play服務,利用乙太網路方式接取,存在比目前常見的DSL方式接取的優勢,例如有效改善最大電路頻寬的限制。此外,本文提出之PDR具有維持服務品質、動態頻寬調整及提供高可用性網路等多重功能,使其在電信乙太網路上提供穩定有效益的Triple-play服務。
Typically, voice, video, and data are named the triple-play services. With the rapid growth of triple-play services, how to construct a service network architecture with stable transmission quality is an urgent research topic. In this thesis, a triple-play service network architecture with dynamic bandwidth management and high network availability over Carrier Ethernet is proposed. The proposed architecture consists of access networks and the IP/MPLS core network. In the access network, the traffics of triple-play services in the same truck are virtually isolated using Virtual LAN (VLAN) technology. To efficiently use the network bandwidth, a monitoring and control mechanism using policy decision router (PDR) to dynamically adjust the bandwidth allocation for each service is adopted. For improving the network availability, Multi-Chassis Link Aggregation (MC-LAG) mechanism is introduced in the uplink route of PDR to prevent the disconnection problem due to a single node failure. In addition, by setting up multiple VPLSs (Virtual Private LAN Services) in the IP/MPLS core network and equipping with bidirectional forwarding detection (BFD) mechanism, we are able to promptly discover the network disconnection. And, through the application of both node-level and pw-level (pseudowire-level) protection schemes, a fast network recovery can be provided. To verify the applicability of proposed architecture, several experiments were conducted. Since the discovery of route disconnection in the IP/MPLS core network is not a trivial task and takes time, various routing mechanisms were tested. For instances, RIP needs 180 seconds and OSPF needs 30 seconds to discover a network disconnection. A detection mechanism is developed by combining static routing protocol and Bidirectional Forwarding Detection (BFD) mechanism. With this mechanism, a disconnection in the IP/MPLS core network could be found in one second. Besides, through the MC-LAG mechanism, the traffic could be redirected from inactive node to the standby node in two seconds. The simulation results show the proposed architecture is suitable for triple-play services.
其他識別: U0005-0408200922521800
Appears in Collections:資訊科學與工程學系所



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