* [LARTC] hardware requirements
@ 2003-07-11 10:08 alexandru matei
2003-07-11 11:44 ` Nickola Kolev
` (4 more replies)
0 siblings, 5 replies; 6+ messages in thread
From: alexandru matei @ 2003-07-11 10:08 UTC (permalink / raw)
To: lartc
Hi,
I want to make a dedicated bridging traffic control machine using
ebtables and HTB. The requirements will be to shape a 10 Mbit link to
1000 users. Is anyone have experience regarding the needed (estimated)
hardware for this (processor/memory/type of network cards) ?
Thanks,
Alex
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^ permalink raw reply [flat|nested] 6+ messages in thread
* Re: [LARTC] hardware requirements
2003-07-11 10:08 [LARTC] hardware requirements alexandru matei
@ 2003-07-11 11:44 ` Nickola Kolev
2003-07-11 11:56 ` Catalin BOIE
` (3 subsequent siblings)
4 siblings, 0 replies; 6+ messages in thread
From: Nickola Kolev @ 2003-07-11 11:44 UTC (permalink / raw)
To: lartc
[-- Attachment #1: Type: text/plain, Size: 945 bytes --]
On Fri, 11 Jul 2003 13:08:03 +0300
alexandru matei <alex@qb.ro> wrote:
: Hi,
: I want to make a dedicated bridging traffic control machine using
: ebtables and HTB. The requirements will be to shape a 10 Mbit link to
: 1000 users. Is anyone have experience regarding the needed (estimated)
: hardware for this (processor/memory/type of network cards) ?
Hey, Alex,
For a similar setup (except that users are doubled and I'm not using bridge),
I have a PIII/1GHz with two Interl EEpro100 cards. Works fine, at least for now.
The only problem I'm experiencing is with heavy udp traffic, f.e. Counter Strike
and Bnetd (Diablo, DiabloII, {Star|War}Craft) game play. Then the machine is reaching
some really high load averages, like 8 to 10. Have no idea how this
could be avoided.
I'd appreciate any suggestions.
--
________________________________________________________________________
So long, and thanks for all the fish!
Nickola
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^ permalink raw reply [flat|nested] 6+ messages in thread
* Re: [LARTC] hardware requirements
2003-07-11 10:08 [LARTC] hardware requirements alexandru matei
2003-07-11 11:44 ` Nickola Kolev
@ 2003-07-11 11:56 ` Catalin BOIE
2003-07-11 12:51 ` Nickola Kolev
` (2 subsequent siblings)
4 siblings, 0 replies; 6+ messages in thread
From: Catalin BOIE @ 2003-07-11 11:56 UTC (permalink / raw)
To: lartc
> The only problem I'm experiencing is with heavy udp traffic, f.e. Counter Strike
> and Bnetd (Diablo, DiabloII, {Star|War}Craft) game play. Then the machine is reaching
> some really high load averages, like 8 to 10. Have no idea how this
> could be avoided.
How many filters?
> Nickola
---
Catalin(ux) BOIE
catab@deuroconsult.ro
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^ permalink raw reply [flat|nested] 6+ messages in thread
* Re: [LARTC] hardware requirements
2003-07-11 10:08 [LARTC] hardware requirements alexandru matei
2003-07-11 11:44 ` Nickola Kolev
2003-07-11 11:56 ` Catalin BOIE
@ 2003-07-11 12:51 ` Nickola Kolev
2003-07-11 13:01 ` Catalin BOIE
2003-07-12 19:17 ` Leonardo Balliache
4 siblings, 0 replies; 6+ messages in thread
From: Nickola Kolev @ 2003-07-11 12:51 UTC (permalink / raw)
To: lartc
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On Fri, 11 Jul 2003 14:56:42 +0300 (EEST)
Catalin BOIE <util@deuroconsult.ro> wrote:
: > The only problem I'm experiencing is with heavy udp traffic, f.e. Counter Strike
: > and Bnetd (Diablo, DiabloII, {Star|War}Craft) game play. Then the machine is reaching
: > some really high load averages, like 8 to 10. Have no idea how this
: > could be avoided.
:
: How many filters?
:
Almost the same as the count of classes, i.e. aroung 2000. But not all of them are playing
Couter Strike, probably not more than 20-30.
--
________________________________________________________________________
So long, and thanks for all the fish!
Nickola
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^ permalink raw reply [flat|nested] 6+ messages in thread
* Re: [LARTC] hardware requirements
2003-07-11 10:08 [LARTC] hardware requirements alexandru matei
` (2 preceding siblings ...)
2003-07-11 12:51 ` Nickola Kolev
@ 2003-07-11 13:01 ` Catalin BOIE
2003-07-12 19:17 ` Leonardo Balliache
4 siblings, 0 replies; 6+ messages in thread
From: Catalin BOIE @ 2003-07-11 13:01 UTC (permalink / raw)
To: lartc
> Almost the same as the count of classes, i.e. aroung 2000. But not all of them are playing
> Couter Strike, probably not more than 20-30.
Try to use hashes for filters.
>
> --
> ________________________________________________________________________
>
> So long, and thanks for all the fish!
>
> Nickola
>
---
Catalin(ux) BOIE
catab@deuroconsult.ro
_______________________________________________
LARTC mailing list / LARTC@mailman.ds9a.nl
http://mailman.ds9a.nl/mailman/listinfo/lartc HOWTO: http://lartc.org/
^ permalink raw reply [flat|nested] 6+ messages in thread
* Re: [LARTC] hardware requirements
2003-07-11 10:08 [LARTC] hardware requirements alexandru matei
` (3 preceding siblings ...)
2003-07-11 13:01 ` Catalin BOIE
@ 2003-07-12 19:17 ` Leonardo Balliache
4 siblings, 0 replies; 6+ messages in thread
From: Leonardo Balliache @ 2003-07-12 19:17 UTC (permalink / raw)
To: lartc
Hi, Nickola:
At 02:44 p.m. 11/07/03 +0300, you wrote:
>The only problem I'm experiencing is with heavy udp traffic, f.e. Counter
>Strike
>and Bnetd (Diablo, DiabloII, {Star|War}Craft) game play. Then the machine
>is reaching
>some really high load averages, like 8 to 10. Have no idea how this
>could be avoided.
>
>I'd appreciate any suggestions.
UDP traffic is very difficult to control because the protocol is
unresponsive. Then the only way to put it under control is by killing its
packets. This doesn´t mean that it is going to lowering its rate, just that
you kill all packets that violate an upper level.
You could do that at ingress using something like this:
tc qdisc add dev eth0 handle ffff: ingress
tc filter add dev eth0 parent ffff: protocol ip prio 1 u32 \
match ip protocol 17 0xff police rate 1200kbit \
burst 75kb drop flowid :1
Here UDP traffic is policed to 1200kbit.
Then using tcindex you can filter them again when leaving to select an
output class for these "bad citizen" flows.
UDP transports RTP that is always a problem. Application flows travelling
on it are very sensitive to latency and jitter. Some multimedia protocols,
like MPEG, are also very sensitive to packet dropping because when you
lose an I-decode frame you lose too a GOP (group of pictures); really a
problem.
Using a policer you at least guarantee yourself they are not going to
starve other (TCP good citizen) flows and your servers. But packet masacre
generates then quality problem to the multimedia applications. Perhaps the
best solution is overprovisioning. Check how many flows of this type you
have on peak hours, check the bandwidth requirement of each of them, and
supercharge your servers to support the storm.
RED, or GRED even better, can help too. This case the control is less
agressive and, perhaps, things go better. It´s just a matter to have time
and patient to make some tests.
You can search for more information on my site, below.
Best regards,
Leonardo Balliache
Practical QoS
http://opalsoft.net/qos
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-- links below jump to the message on this page --
2003-07-11 10:08 [LARTC] hardware requirements alexandru matei
2003-07-11 11:44 ` Nickola Kolev
2003-07-11 11:56 ` Catalin BOIE
2003-07-11 12:51 ` Nickola Kolev
2003-07-11 13:01 ` Catalin BOIE
2003-07-12 19:17 ` Leonardo Balliache
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