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研究生: 陳薏如
Chen, Yi-Ru
論文名稱: 基於PUSH與PULL混合式P2P即時多媒體串流之設計
Design of a P2P Live Multi-Media Streaming System with Hybrid Push and Pull Mechanisms
指導教授: 黃能富
Huang, Nen-Fu
口試委員:
學位類別: 碩士
Master
系所名稱: 電機資訊學院 - 資訊工程學系
Computer Science
論文出版年: 2009
畢業學年度: 97
語文別: 英文
論文頁數: 54
中文關鍵詞: 點對點串流系統
外文關鍵詞: P2P, Streaming System
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  • 隨著網路技術的蓬勃發展,多媒體串流服務亦隨之發展。傳統的多媒體服務業者是採用用戶端-伺服器端(client-server)的架構,但此有明顯的兩項缺點。一是伺服器上傳頻寬變成多媒體串流服務系統的瓶頸;二是服務的收視用戶越多要負擔的頻寬傳輸使用費用也越多。因此點對點(Peer-to-Peer)的技術被提出來使用於多媒體串流服務上。點對點串流服務大致上可分為兩種架構,一為樹狀架構(tree-based),二為網狀架構(mesh-based)。以樹狀架構為基礎的系統易受到使用者頻繁地加入和離開系統的影響,導致系統不穩定並進而影響使用者的收看品質。因此,在此篇論文中,我們提出一個以網狀結構為基礎且兼具推播(push-based)與拉曳(pull-based)模式的多媒體串流服務系統並搭以幾項特別的演算法來減少高頻率使用者的加入與離開系統之影響。除此之外,我們也提出有效的影音串流暫存器排程及一些減少系統變動所帶來之影響的演算法,使系統能提供穩定、高品質且擴充性高的多媒體串流服務。使用者隨時隨地皆可透過網路享受我們的影音串流服務,透過UDP打洞的技術,在NAT下的使用者也可正常且流暢地使用與收看。


    With the rapid development of network technology, many multimedia streaming services are developing rapidly. The traditional multimedia providers use client-server architecture, where the server bottleneck and the cost of transmission bandwidth are the most obvious drawbacks. Therefore, P2P technology has been used in multimedia streaming services to enhance the scalability and performance of the system. P2P multimedia streaming technology can be classified into two categories, tree-based and mesh-based. The tree-based multimedia streaming system is vulnerable to peer churn, where means very high-fluctuated peer arrival rate and leave rate. In this thesis, we propose a mesh-based multimedia streaming system to reduce the influence of peer churn and implement hybrid push and pull mechanisms to reduce the control messages and the round-trip delay between requests and responses. Moreover, with effective buffer scheduling and some algorithms to reduce the effect of system dynamics, our system provides a reliable, scalable, and robust live streaming service. Users can enjoy high quality of video streaming through our system anytime, anywhere. With UDP hole punching technology, users behind NAT can also experience video streaming smoothly.

    Chapter 1 Introduction Chapter 2 Related Work 2.1 CoolStreaming/DONet 2.2 PPLive 2.3 Previous Work 2.4 UDP Hole Punching 2.1.1 The Processes of UDP Hole Punching 2.1.2 Peers behind Different NATs Chapter 3 System Design 3.1 System Architecture 3.1.1 Streaming Server 3.1.2 Peer Keeper (PK) 3.1.3 Log Server 3.1.4 UB Server 3.1.5 Rendezvous Server (Hole Punching Server, HP) 3.1.6 Peer Agent 3.2 Operation Scheme 3.2.1 Peer Agent Operation Scheme Overview 3.2.2 Peer Agent Join and Initialization 3.2.3 Peer Agent Periodical Procedure 3.3 Buffer Scheduling and Management 3.3.1 Shift and Clear Buffer 3.3.2 Determining Start Sequence Number 3.4 Streaming 3.4.1 Multiple Sub-streaming 3.4.2 Replacing Sub-stream Supplier 3.4.3 Split 3.4.4 Recovering Missing Frame 3.5 System Dynamics and Fairness 3.5.1 Supplier Selection Algorithm 3.5.2 Peer Dynamic Algorithm 3.5.3 Fairly Serve Algorithm 3.5.4 Automatic Restart Chapter 4 System Implementation and Performance Evaluation 4.1 System Implementation 4.2 Performance Evaluation 4.2.1 Start-up Delay 4.2.2 Quality of Experience (QoE) 4.2.3 Video Traffic 4.2.4 Upload and Download Rates 4.2.5 Contribution Rate Chapter 5 Conclusions Reference

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    [3] PPLive, http://www.pplive.com
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