Tesis De Maestría En Informática

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Tesis De Maestría En Informática PEDECIBA Informática Instituto de Computación – Facultad de Ingeniería Universidad de la República Montevideo, Uruguay Tesis de Maestría en Informática GoalBit: la primer red P2P de distribución de video en vivo de código abierto y gratuita Daniel Osvaldo De Vera Rodríguez 2010 GoalBit: la primer red P2P de distribución de video en vivo de código abierto y gratuita. Daniel Osvaldo De Vera Rodríguez ISSN 0797-6410 Tesis de Maestría en Informática Reporte Técnico RT 10-15 PEDECIBA Instituto de Computación – Facultad de Ingeniería Universidad de la República. Montevideo, Uruguay, octubre de 2010 TESIS Presentada el día 18 de Octubre de 2010 en la Facultad de Ingeniería, Universidad de La República para obtener el título de MAGISTER EN INFORMÁTICA para Daniel Osvaldo DE VERA RODRIGUEZ PEDECIBA Informática Instituto de Computación FACULTAD DE INGENIERÍA UNIVERSIDAD DE LA REPÚBLICA Título de la tesis : GoalBit: la primer red P2P de distribución de video en vivo de código abierto y gratuita Comité de examinadores: Dra. Ana Paula COUTO DA SILVA Revisor Dr. Gerardo RUBINO Examinadores Dra. Libertad TANSINI Dr. Héctor CANCELA Director académico Dr. Pablo RODRÍGUEZ-BOCCA Director de tesis Agradecimientos En primer lugar quiero agradecer a mis tutores, Dr. Héctor Cancela Bosi y Dr. Pablo Rodríguez-Bocca por su apoyo y estímulo permanente. Gracias al instituto de investigación INRIA por su apoyo económico en las distintas etapas de la maestría, así como a la Administración Nacional de Telecomunicaciones (ANTEL) por permitir mi dedicación al proyecto y acercarme a un escenario real en donde poner a prueba mi investigación. Gracias a los demás investigadores del área que han contribuido de una forma u otra con este trabajo. Agradezco a los doctores Gerardo Rubino, Ana Paula Couto Da Silva y Libertad Tansini que me brindan el honor de evaluar este trabajo. Finalmente gracias a mi familia y mi novia por el apoyo brindado en todo este tiempo, en particular a mis padres, que con su esfuerzo me permitieron realizar la carrera de Ingeniería en Computación. Abstract Actualmente el tráfico sobre Internet se encuentra creciendo día a día, siendo la distribución de video el principal impulsor de dicho aumento. Tal como se presenta en [32], hoy en día el 40 % del tráfico total de Internet se corresponde con la distribución de contenidos audio- visuales, mientras que se espera que para el 2014 este alcance el 57 %. A su vez, dentro de las diferentes formas de distribución de video, la distribución de video en vivo se encuentra creciendo en importancia. Debido a este contexto, en los últimos años se han desarrollado múl- tiples aplicaciones de streaming entre pares, o también llamados P2PTV (Peer-to-Peer TV). Algunos ejemplos de estas aplicaciones son PPlive [103], TVUnetwork [127], PPstream [104], SopCast [121], etc. Todas aplicaciones con protocolo e implementaciones cerradas. Dada esta realidad, este trabajo se centra en el diseño e implementación de GoalBit, la primer red P2P para la distribución de video en vivo, gratuita y de código abierto. Siguiendo el exitoso enfoque de BitTorrent [19], se diseña el GoalBit Transport Protocol, mediante el cual es posible distribuir un streaming de video en vivo sobre una red de pares. Se define el GoalBit Packetized Stream con el fin de especificar la forma de paquetizar un streaming de audio y video, encapsulándolo dentro del protocolo de transporte. En base a estas especificaciones, se apoya a la comunidad open-source en la implementación de un cliente de referencia llamado GoalBit. Tanto a nivel de pruebas empíricas, como en emulaciones realizadas, se observó que la estrategia de selección de piezas, la cual define que piezas un par debe solicitar a otro, es un factor de gran relevancia en la continuidad y latencia del streaming. En este tesis se extiende el trabajo [109], introduciendo una nueva estrategia de selección de piezas y comparándola con las presentadas en dicho trabajo. Por otro lado, se continua con el trabajo realizado en [110] sobre la medición de la calidad de experiencia mediante la tecnología PSQA, integrando dicha medición al cliente GoalBit, obteniendo de esta manera una visión global y completa del estado de la distribución del strea- ming en la red. Finalmente, a modo de validar nuestras ideas, se desarrollan un conjunto de extensiones al protocolo GoalBit, entre los que se encuentran el prototipo de una red de distribución de contenidos y un prototipo de un monitor de contenidos genérico. Tanto el cliente GoalBit, como sus extensiones fueron probados en escenarios reales, obte- niendo resultados muy prometedores. 1 2 Indice de Contenidos Índice general Indice de Contenidos2 I INTRODUCIÓN7 1 Introducción9 1.1 Motivación y Objetivos..............................9 1.2 Contribuciones.................................. 13 1.2.1 Redes P2P para la Distribución de Video en Vivo............ 13 1.2.2 Monitoreo de Redes de Distribución de Contenido........... 14 1.3 Resumen del Documento............................. 15 1.4 Publicaciones y Demostraciones......................... 16 1.4.1 Publicaciones............................... 16 1.4.2 Demostraciones.............................. 17 2 Conceptos Generales 19 2.1 Video Digital................................... 19 2.1.1 Codificación de Video.......................... 19 2.1.2 Multiplexación del audio y video.................... 21 2.1.3 Distribución del audio y video...................... 21 2.2 Redes de Distribución de Video.......................... 22 2.2.1 Arquitectura Genérica.......................... 23 2.2.2 Arquitecturas Específicas......................... 24 2.2.3 Calidad de Experiencia en una VDN................... 25 2.3 AdinetTV: un Servicio de Distribución de Video de Referencia......... 26 3 Redes Peer-to-Peer (P2P) 29 3.1 Escalabilidad y Costos en Internet........................ 29 3.1.1 Content Delivery Networks (CDN): logrando escalabilidad....... 30 3.1.2 Redes Peer-to-Peer: reduciendo los costos................ 30 3.2 Taxonomía de las Redes Peer-to-Peer ...................... 31 3.2.1 Caracterización por Tipo de Aplicación................. 32 3.2.2 Caracterización por Descentralización.................. 32 3.2.3 Caracterización por Auto-organización................. 33 3 4 Índice general 3.3 BitTorrent: una Red P2P de Referencia...................... 34 3.4 Redes P2P para la Distribución de Video en Vivo................ 37 3.4.1 Overlay de Distribución basados en Árboles............... 38 3.4.1.1 GOL!P2P........................... 38 3.4.1.2 PeerCast............................ 38 3.4.1.3 SplitStream.......................... 39 3.4.2 Overlay de Distribución basados en Mallas............... 39 3.4.2.1 PPLive............................. 40 3.4.2.2 Octoshape........................... 41 3.4.2.3 SopCast............................ 41 3.4.2.4 CoolStreaming......................... 42 3.4.3 Resumen................................. 43 3.5 PPSP: Peer to Peer Streaming Protocol ...................... 43 3.5.1 Motivación y Alcance.......................... 43 3.5.2 Planificación............................... 46 4 Evaluación de la Calidad de Video 47 4.1 Evaluaciones Subjetivas.............................. 47 4.2 Evaluaciones Objetivas.............................. 49 4.3 Un Enfoque Híbrido: Pseudo-Subjective Quality Assessment (PSQA)...... 51 4.3.1 La Metodología PSQA Aplicada Sobre Video.............. 51 4.3.2 Un Diseño PSQA para una Red de Distribución de Video MPEG-4.. 53 4.4 Soluciones para el Monitoreo de Redes de Distribución de Video........ 57 II STREAMING GOALBIT 59 5 Especificación del Streaming GoalBit 61 5.1 La Arquitectura de GoalBit............................ 62 5.1.1 El Broadcaster .............................. 62 5.1.2 Los Super-peers ............................. 62 5.1.3 Los Peers ................................. 63 5.1.4 El Tracker ................................. 64 5.2 GoalBit Transport Protocol ............................ 64 5.2.1 Conceptos Generales........................... 64 5.2.2 Flujo de Ejecución de un Contenido................... 66 5.2.3 Comunicación Tracker-Peer....................... 67 5.2.4 Comunicación Peer-to-Peer ....................... 69 5.2.4.1 Intercambio de Información Contextual............ 69 5.2.4.2 Intercambio de Piezas..................... 72 5.2.5 Estrategias Aplicadas en el Protocolo.................. 75 5.2.5.1 Selección de Peers ....................... 75 5.2.5.2 Selección de Piezas...................... 76 5.2.5.3 Armado del Swarm de un Peer ................ 76 Índice general 5 5.3 GoalBit Packetized Stream ............................ 78 5.4 Implementación.................................. 80 5.4.1 Módulos Desarrollados en GoalBit.................... 81 5.4.2 Política de Rebuffering .......................... 86 5.4.3 Política de Control del Bitrate del Video................. 86 6 Análisis de la Estrategia de Selección de Piezas 89 6.1 Definición de un Modelo Matemático de Cooperación.............. 90 6.1.1 El Modelo Original............................ 90 6.1.2 Estrategias Clásicas de Selección de Piezas............... 92 6.1.3 Generalización del Modelo Original................... 93 6.2 Una Solución Óptima para la Estrategia de Seleeción de Piezas......... 94 6.2.1 Optimalidad de una Estrategia de Selección............... 94 6.2.2 Formalización del Problema a Optimizar................ 96 6.2.3 Resolución del Problema mediante Búsqueda Local........... 97 6.2.3.1 Conceptos Básicos....................... 97 6.2.3.2 Solución Propuesta...................... 98 6.2.4 Resolución
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