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P2P流媒體網(wǎng)絡(luò)拓?fù)溲芯?/H1>
發(fā)布時(shí)間:2019-02-09 08:31
【摘要】:隨著互聯(lián)網(wǎng)寬帶技術(shù)、IPV6、3G等技術(shù)的飛速發(fā)展,流媒體已成為Internet承載的重要任務(wù)。對(duì)等網(wǎng)絡(luò)流媒體系統(tǒng)的低消耗和高可擴(kuò)展性很好的解決了傳統(tǒng)流媒體系統(tǒng)中服務(wù)器和網(wǎng)絡(luò)的高壓力問題,使得為用戶提供高質(zhì)量網(wǎng)絡(luò)視頻服務(wù)成為可能。在隨機(jī)的拓?fù)浣Y(jié)構(gòu)中,由于鄰居選擇的隨機(jī)性和不確定性,使得網(wǎng)絡(luò)系統(tǒng)中存在主干網(wǎng)絡(luò)壓力大、啟動(dòng)延遲和播放延遲長以及幀丟失率高等問題。 針對(duì)隨機(jī)對(duì)等網(wǎng)絡(luò)中主干網(wǎng)絡(luò)壓力大、啟動(dòng)延遲和播放延遲長以及幀丟失率高等問題,本文首先提出了一種基于RTT(Round-Trip Time,RTT)優(yōu)先位圖匹配結(jié)合的鄰居選擇算法。該算法利用Tracker服務(wù)器存儲(chǔ)整個(gè)網(wǎng)絡(luò)中所有節(jié)點(diǎn)之間的RTT信息和位圖(bitmap)信息,當(dāng)節(jié)點(diǎn)向請(qǐng)求鄰居列表時(shí),Tracker服務(wù)器通過節(jié)點(diǎn)的RTT信息和位圖信息及鄰居篩選函數(shù)為節(jié)點(diǎn)生成最佳鄰居列表。通過OMNET++平臺(tái)仿真實(shí)驗(yàn)顯示,與隨機(jī)鄰居選擇算法相比,基于RTT優(yōu)先位圖匹配結(jié)合的P2P鄰居選擇算法具有較小的啟動(dòng)延遲和播放延遲,同時(shí)很好地降低了幀丟失率和系統(tǒng)平均跳數(shù)。 同時(shí),本文應(yīng)用節(jié)點(diǎn)之間的RTT信息,,對(duì)CoolStreaming算法進(jìn)行優(yōu)化,提出一種基于RTT優(yōu)化的CoolStreaming優(yōu)化算法。該算法在節(jié)點(diǎn)選擇新的父節(jié)點(diǎn)時(shí)加入RTT考慮,如果滿足CoolStreaming算法原有的限制條件的伙伴節(jié)點(diǎn)個(gè)數(shù)大于1,則節(jié)點(diǎn)獲取與這些伙伴節(jié)點(diǎn)之間的RTT,選擇與請(qǐng)求節(jié)點(diǎn)之間RTT最小的伙伴節(jié)點(diǎn)作為新的父節(jié)點(diǎn),請(qǐng)求服務(wù)。通過OMNET++平臺(tái)仿真實(shí)驗(yàn)顯示,與隨機(jī)鄰居選擇算法和CoolStreaming算法相比,基于RTT優(yōu)化的CoolStreaming算法雖然在啟動(dòng)延遲上沒有很好的提高,但是在幀丟失率等方面,取得了很明顯的改善,大大降低了幀丟失率和平均跳數(shù)。 最后,本文提出一種基于用戶等級(jí)的P2P流媒體激勵(lì)機(jī)制。通過用戶等級(jí)將節(jié)點(diǎn)分類,當(dāng)節(jié)點(diǎn)加入時(shí),根據(jù)用戶等級(jí)構(gòu)建分層P2P拓?fù)浣Y(jié)構(gòu),將用戶等級(jí)高的用戶放在離源服務(wù)器較近的層,使得其獲得較好的服務(wù)質(zhì)量,從而激勵(lì)整個(gè)系統(tǒng)中的節(jié)點(diǎn)。通過OMNET++平臺(tái)仿真實(shí)驗(yàn)顯示,基于用戶等級(jí)的P2P流媒體激勵(lì)機(jī)制中用戶等級(jí)高的節(jié)點(diǎn)的啟動(dòng)延遲和播放延遲較低;同時(shí)與隨機(jī)鄰居選擇算法,具有較小的啟動(dòng)延遲和播放延遲。
[Abstract]:With the rapid development of Internet broadband technology and IPV6,3G technology, streaming media has become an important task for Internet. The low consumption and high scalability of peer-to-peer streaming media system solve the problem of high pressure of server and network in traditional streaming media system, which makes it possible to provide high quality network video service for users. In the random topology, due to the randomness and uncertainty of neighbor selection, there are some problems in the network system, such as high backbone network pressure, long startup delay and playback delay, and high frame loss rate. In this paper, a neighbor selection algorithm based on RTT (Round-Trip Time,RTT) priority bitmap matching is proposed to solve the problems of high backbone network pressure, long startup delay and playback delay and high frame loss rate in random peer-to-peer networks. The algorithm uses Tracker server to store RTT information and bitmap (bitmap) information between all nodes in the whole network. The Tracker server generates the best neighbor list for the node through the RTT information, bitmap information and neighbor filter function of the node. The simulation results of OMNET platform show that compared with the random neighbor selection algorithm, the P2P neighbor selection algorithm based on RTT priority bitmap matching has smaller startup delay and playback delay. At the same time, the frame loss rate and the average hops of the system are well reduced. At the same time, using the RTT information between nodes, this paper optimizes the CoolStreaming algorithm and proposes a CoolStreaming optimization algorithm based on RTT optimization. The algorithm adds RTT to the selection of new parent nodes. If the number of partner nodes satisfying the original restriction of the CoolStreaming algorithm is greater than 1, then the node acquires the RTT, between these partner nodes. Select the smallest partner node of RTT between the requesting node as the new parent node to request the service. The simulation results of OMNET platform show that compared with the random neighbor selection algorithm and the CoolStreaming algorithm, the CoolStreaming algorithm based on RTT has not been improved in the starting delay, but the frame loss rate has been improved obviously. The frame loss rate and average hops are greatly reduced. Finally, this paper proposes a P2P streaming media incentive mechanism based on user level. The nodes are classified by user level. When nodes are added, the hierarchical P2P topology is constructed according to the user level, and the users with high user level are placed in the nearest layer to the source server, so that they can get better quality of service. Thus motivating the nodes in the whole system. The simulation experiments on OMNET platform show that the node with high user level has lower startup delay and playback delay in P2P streaming media incentive mechanism based on user level, and with random neighbor selection algorithm, it has small startup delay and playback delay.
【學(xué)位授予單位】:吉林大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2014
【分類號(hào)】:TP393.02

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