With a growing demand for quasi-instantaneous communication services such as real-time video streaming, cloud gaming, and industry 4.0 applications, multi-constraint Traffic Engineering (TE) becomes increasingly important. While legacy TE management planes have proven laborious to deploy, Segment Routing (SR) drastically eases the deployment of TE paths and is thus increasingly adopted by Internet Service Providers (ISP). There is a clear need in computing and deploying Delay-Constrained Least-Cost paths (DCLC) with SR for real-time interactive services. However, most current DCLC solutions are not tailored for SR. They also often lack efficiency or guarantees. Similarly to approximation schemes, we argue that the challenge is to design an algorithm providing both performances and guarantees. However, conversely to most of these schemes, we also consider operational constraints to provide a practical, high-performance implementation. We leverage the inherent limitations of delay measurements and account for the operational constraint added by SR to design a new algorithm, best2cop, providing guarantees and performance in all cases. Best2cop outperforms a state-of-the-art algorithm on both random and real networks of up to 1000 nodes. Relying on commodity hardware with a single thread, our algorithm retrieves all non-superfluous 3-dimensional routes in only 250ms and 100ms respectively. This execution time is further reduced using multiple threads, as the design of best2cop enables a speedup almost linear in the number of cores. Finally, we extend best2cop to deal with massive scale ISP by leveraging the multi-area partitioning of these deployments. Thanks to our new topology generator specifically designed to model the realistic patterns of such massive IP networks, we show that best2cop solves DCLC-SR in approximately 1 second even for ISP having more than 100000 routers.
翻译:由于对近乎即时的通信服务的需求日益增长,例如实时视频流、云游戏和工业4.0应用软件等,多节交通工程(TE)变得日益重要。虽然传统的TE管理机在部署方面证明很费力,但Separt Rout(SR)极大地缓解了TE路径的部署,因此互联网服务提供商(ISP)也日益采用。计算和部署有实时互动服务(SR)的 " 迟到的 " 最廉价的 " 路径(DCLC)显然需要用实时的视频流流、云游戏游戏和工业4.0应用软件。然而,目前大多数DCLC解决方案并非专门为SR定制的。它们往往缺乏效率或保障。类似近似近似方案,我们争论的挑战是设计一种既能提供性能又能保证的算法。然而,对于大多数这样的方案,我们也认为操作上的限制是实用的、高性能的 " 最慢的 " 最廉价的 " 路径。我们用最先进的 " 最先进的 " 最高级的 " 的 " 最高级的 " 软件比所有的 " 最高级的 " 最高级的 " 最高级的 " 最高级的 " 最高级的 " 最高级的 " 最高级的 " 最高级的 " 最高级的 " 最高级的 " 最高级的 " 最高级的 " 的 " 的 " 最高级的 " 最 " 的 " 最 " 最 " 最 " 最 " 的 " 的 " 的 " 最 " 最 " 最 " 最 " 最 " 最 " 最 " 的 " 的 " 最 " 最 " 的 " 的 " 最 " 最 " 的 " 最 " 最 " 的 " 最 " 最 " 最 " 的 " 的 " 的 " 的 " 的 " 的 " 的 " 最 " 的 " 的 " 最 " 的 " 最 " 最 " 最 " 最 " 最 " 的 " 的 " 最 " 最 " 最 " 最 " 最 " 最 " 最 " 最 " 最 " 的 " 最 " 最 " 最 " 最 " 最 " 最 " 最 " 最