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Implementation of an efficient transport for real-time game applications on HFC cable networks

机译:在HFC电缆网络上为实时游戏应用程序实现高效传输

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On HFC cable networks, in order to develop a real-time game application, we face a design problem to efficiently transmit packets with reliability. This paper introduces the SCRA (server-based collision resolution and avoidance) scheme. SCRA is a reliable transport method using UDP for real-time applications on HFC networks. In this design, we first analyze the collision probability, and estimate the required throughput on an upstream contention channel. SCRA controls the packet delivery, de-correlates the traffic bursts, and maintains a stable throughput for the application. The simulation shows that SCRA achieves ideal transmission time and bandwidth utilization. We also give the formulae to derive the parameters for a specific real-time application using SCRA.
机译:在HFC电缆网络上,为了开发实时游戏应用程序,我们面临一个设计问题,即如何有效地可靠传输数据包。本文介绍了SCRA(基于服务器的冲突解决和避免)方案。 SCRA是在HFC网络上使用UDP进行实时应用的可靠传输方法。在此设计中,我们首先分析冲突概率,并估计上游竞争信道上所需的吞吐量。 SCRA控制数据包的传递,使流量突发不相关,并为应用程序保持稳定的吞吐量。仿真表明,SCRA实现了理想的传输时间和带宽利用率。我们还给出了使用SCRA导出特定实时应用程序的参数的公式。

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