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Introducing a New Concept in Networking Fluid Networking S. Wood Nov. 2006 Copyright 2006 Modern Systems Research.

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Presentation on theme: "Introducing a New Concept in Networking Fluid Networking S. Wood Nov. 2006 Copyright 2006 Modern Systems Research."— Presentation transcript:

1 Introducing a New Concept in Networking Fluid Networking S. Wood Nov. 2006 Copyright 2006 Modern Systems Research

2 Fluid Networking A Layer 4 Path Switch Path management and path switching is performed in hardware A self routing algorithm provides “Best Path” assignment at wire speed Network management allows Network Traffic Engineering to occur in real time Copyright 2006 Modern Systems Research

3 Internet With A Flow Based Router + Fluid A Flow Based router is needed at each edge point No network Traffic Engineering needed Secure Copyright 2006 Modern Systems Research

4 Label Switching Fluid Networking Combines self routing with label switching Can be used over or under MPLS Uses a layer 4 request-grant protocol Builds and manages LSP’s with latency and QOS guarantees at wire speed Extremely reliable as LSP setup, management and switching done in hardware Supports multicasting (branching & merging) Copyright 2006 Modern Systems Research

5 Fluid Network Security New paths are built with the co-operation of the carrier –User provides destination address, metrics –Carrier provides QOS & Policy To provide additional security, QOS & Policy can be encrypted. The path built is not under user control. The users access is limited to only certain connections. The users location is defined by the carrier and cannot be spoofed.

6 Next Generation Internet Very Low Cost Switches cannot go down because of congestion TDM voice supported TCP layer builds connections directly Simple, Deterministic operation Secure Copyright 2006 Modern Systems Research

7 Fluid Networks System Block Diagram Copyright 2006 Modern Systems Research

8 Fluid Networks Switch Fabric Node Copyright 2006 Modern Systems Research

9 System Operation Path Hunting Path Setup Path Usage Path Teardown Copyright 2006 Modern Systems Research

10 Hunting Packet Contains Request Information Called Address Calling Address Max Latency Max Hop Count QoS Map Policy Map Proposed Max Bandwidth Proposed Average Bandwidth Copyright 2006 Modern Systems Research

11 Path Hunting Hunting phase - when a path is needed between 2 ports. Hunting Packet is sent from the source node The packet is replicated at each node, subject to policy constraints. Each node destroys duplicate hunting packets Hunting packets are forwarded only if bandwidth is available or destroys them. The hunting packet carries request information provided by source node. The hunt is over when either the destination node receives the packet or the maximum latency timeout occurs. When the destination node is reached, the path right-of- way has been established. Copyright 2006 Modern Systems Research

12 Path Setup When the destination node receives a hunting packet, it can build a path back to the source node. The setup packet assigns labels from the destination back to the source. Path Setup only occurs if there is available bandwidth at each node. A Setup Packet delivers the final label of the path to the source node as the final step for setup. Copyright 2006 Modern Systems Research

13 Setup Packet Grant Information Label for operating LSP with guaranteed performance Copyright 2006 Modern Systems Research

14 Path Usage & Teardown Path usage operates like MPLS on steroids Path Teardown –A special signaling packet tears down the connection when no longer needed. –Teardown occurs if a failure is detected. Copyright 2006 Modern Systems Research

15 Model Fluid MPLS Network Copyright 2006 Modern Systems Research

16 Hunting Packet Technology The hunting packet self-routing algorithm involves the creation, replication and the destruction of hunting packets, all in a limited time. Very small so it uses up limited bandwidth. Each node –has no network knowledge – follows instructions (if any) provided on policy routing and maximum port bandwidth –processes each packet at wire speed in hardware Copyright 2006 Modern Systems Research

17 Hunting Packet Technology Nodes that are congested, have failed or do not have available bandwidth, simply ignore hunting packets. Hunting Packets only traverse suitable routes Under ideal conditions, Hunting Packets can completely flood the network exposing every viable path. The hunting technology is especially suited for mobile environments as links can come and go, but the best paths will always be discovered. As the hunt runs at wire speed, only propagation delays in the network affect the building of paths. Copyright 2006 Modern Systems Research

18 OA&M System supports OA&M Console –Multiple Console operation –Consoles can be added or removed at will –Console looks like node to system Copyright 2006 Modern Systems Research

19 Console Features Shows nodes and links in the form of a map New nodes and links automatically appear Alarms for node/link failure Congestion shown on links LSP Fail Alarms LSP display as needed Copyright 2006 Modern Systems Research

20 Multicasting Each Fluid Node contains branching hardware to support multicasting and merging Replicates a packet flow at various switching points to serve many users Ideal for broadcast video Multiple branching options under control of system administrator Copyright 2006 Modern Systems Research

21 Engineering Axioms There is always a “Save The World” protocol just around the corner (STWP). If something is expensive, hard to make, complicated or problematical, there probably is a better way. Hardware is easy to change, ideas are NOT. Architectures are timeless, only the implementation becomes dated. The broader the change, the harder it is to gain acceptance. The more innovative the technology the harder it is to gain acceptance. Copyright 2006 Modern Systems Research


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