Lesson 05 - Distributed System

Lesson 5 - Distributed System #

L05a. Definitions #

What is a Distributed System? #

  • A Distributed System is a collection of nodes connected by a LAN/WAN.
  • No physical memory is shared between nodes on a Distributed System. Nodes communicate by sending messages on the network.
  • The communication time/messaging time between two nodes is much larger than the event computation time on a single node.
    • NOTE how it’s calculated:
      • $t_m$ is a -> c, the communication time.
      • $t_e$ is a->b, the event time.
  • Formal definition from Lamport: A system is distributable if the message transmission time $๐‘‡_๐‘š$ is not negligible(ๅฏๅฟฝ็•ฅไธ่ฎก็š„) to the time between events in a single process $๐‘‡_๐‘’$.

Distributed System Events Ordering #

  • Beliefs:
    • Processes are sequential.
    • Send happens before receive.
  • Relationships between events:
    • Happened Before: If ๐‘Ž happened before ๐‘ (๐‘Ž โ†’ ๐‘), then it’s either: 1. ๐‘Ž is located textually before ๐‘ in the same process. 2. ๐‘Ž and ๐‘ are in different processes, and there’s a communication event that connects ๐‘Ž and ๐‘. Transitivity: if ๐‘Ž โ†’ ๐‘ and ๐‘ โ†’ ๐‘ then ๐‘Ž โ†’ ๐‘
    • Concurrent events: If ๐‘Ž and ๐‘ are in two different processes and no communication event connects them, then we say that they’re concurrent ๐‘Ž โ€– ๐‘. This is why the โ€œHappened Beforeโ€ relationship cannot give a complete picture of the system events.

L05b. Lamport Clocks #

Introduction #

  • Each node in a distributed system knows:
    • Its own events.
    • Its communication events.
  • Lamport’s logical clocks:
    • The idea here is that we need to associate a timestamp with each event in the entire distributed system.
    • We’ll have a local clock (counter) attached to each process. The time stamp would be the counter value.
    • The counter value is monotonically increasing.
    • The timestamp of communication events will be either the counter value of the sender process or the receiver process, whichever greater.
  • In condition 2, d has to be 3, even the previous counter in the process is 0. Because the value has to be max counter of incoming message or the counter from local process.

Logical Clock Conditions #

  • Definition: For any two events a, b:
    • if $a \to b$ then $๐ถ(๐‘Ž) < ๐ถ(๐‘)$.
  • From the definition, we can see our definition of the relation “$\to$” that the Clock Condition is satisfied if the following two conditions hold:
    • C1: If a and b are in process $P_i$, and a comes before b, then $C_i(a) < C_i(b)$.
    • C2: If a is the sending of a message by process $P_i$, and b is the receipt of that message by process $P_j$, then $C_i(a) < C_i(b)$.
  • To guarantee the system of clocks satisfies the Clock Condition, we insure both C1 and C2:
    • IR1. To meet C1:
      • Each process $P_i$ increments $C_i$ between any two successive events.
    • IR2. To meet C2:
    1. If event a is the sending of a message m by process $P_i$, then the message m contains a timestamp $T_m = C_i(a)$.
    2. Upon receiving a message m, process $P_j$ sets $C_j$ greater than or equal to its present value and greater than $T_m$.

Partial Order and Total Order #

  • If we have two concurrent events, then the timestamps will be arbitrary. This means that Lamport Clocks gives us a partial order of all the events happening on the distributed system.
  • To handle the concurrent events, we enhance the definition as follows to get a total order.
  • If we have two events $๐‘Ž$ on process $๐‘–$ and $๐‘$ on process $j$, and we can to assert that $๐‘Ž$ is totally ordered ahead of $๐‘$: $(๐‘Ž \Rightarrow ๐‘)$ iff
    • $๐ถ_๐‘–(๐‘Ž) < ๐ถ_j(๐‘‘)$ or
    • $๐ถ_๐‘–(๐‘Ž) = ๐ถ_๐‘—(๐‘‘)$ and $๐‘ƒ_๐‘– \ll ๐‘ƒ_j$, where (โ‰ช) is an arbitrary well-known condition to break the tie (e.g. the greater the process ID the higher the order).
  • Once we get the total order, timestamps are meaningless.

Distributed Mutual Exclusion (ME) Lock Algorithm #

  • In a distributed system, we don’t have a shared memory to facilitate lock implementation. So we’ll use Lamport Clocks to implement a lock.

  • The algorithm involves each process maintaining a private queue ordered by the โ€œHappened Beforeโ€ relationship. When a process wants to request a lock, it sends a message with its timestamp to all other processes. Upon receiving a request, a process inserts it into its local queue based on the timestamp and sends an acknowledgment back.

  • A process can decide if it has the lock if its request is at the top of its local queue, and it has either received acknowledgments from all other nodes or all requests it has received so far have later timestamps. To release the lock, the process removes its request from its queue, sends an unlock message to all other processes, and they remove the corresponding entry from their queues.

    • If we have a tie (Two processes sent the same time stamp), we break it by giving priority to the process with higher ID.
  • A process knows that it has the lock if:

    • Its request is on top of the queue.
    • It has already received acknowledges from the other processes; or all lock requests from other nodes are later than mine.
    • NOTE: this is being done by checking the queue in the local node.
  • The algorithm assumes:

    • Message arrive in order.
    • There’s no message loss.
    • The queues are totally ordered.
  • Message complexity base on the assumptions above $\text{๐‘‡๐‘œ๐‘ก๐‘Ž๐‘™} = 3(๐‘ โˆ’ 1)$:

    • $๐‘ โˆ’ 1$ request messages.
    • $๐‘ โˆ’ 1$ acknowledge messages.
    • $๐‘ โˆ’ 1$ unlock messages.
  • Can we do better?

    • If a process $๐‘–$ lock request precedes another process $๐‘—$ lock request in the queue, we can defer the acknowledgment of $๐‘–$ and use the unlock message itself as an acknowledgment for $๐‘—$.
      • Combine with unlock => $2(N-1)$

Lamport Physical Clock #

  • In real world scenarios, the logical clock might be drifting of the real time due to anomalies in the logical clocks.

  • We can say the event $๐‘Ž$ happened before event $๐‘$ in real time $(a \mapsto b)$ if:

    • $C_i(a) < C_j(b)$
    • Physical clock conditions: 1. PC1 (Bound on individual clock drift): $$(\frac{dC_i(t)}{dt} - 1) < \textcolor{red}{k}\\ \\ \\ \\ \lor i\\ ; (\textcolor{red}{k} \ll 1)$$ * The individual clock drift (k) should be very small, indicating that all clocks in the distributed system run approximately correctly. 2. PC2 (Bound on mutual drift): $$\lor i, j: C_i(t) - C_j(t) < \textcolor{red}{\epsilon}$$ * The mutual drift between clocks on different nodes should be very small. This is represented by a small quantity, epsilon($\epsilon$).
  • IPC time and clock drift:

    • Terms:
      • mutual clock drift $\epsilon$,
        • The time difference between the time i think and the time the others think.
      • individual clock drift $k$,
        • Individual clock drift is, what my clock is reading at any point of time, and how far off is it from real time.
      • the interprocess communication time $\mu$.
    • Let $\mu$ be the lower bound on IPC, to avoid anomalies when: $a\\ \text{on}\\ P_i \mapsto \textcolor{green}{b\\ \text{on}\\ P_j}$ 1. $C_i(t + \mu) - \textcolor{green}{C_j(t)} > 0$ * the parity between the interprocess communication time is less than $\mu$ 2. $C_i(t + \mu) - C_i(t) > \textcolor{red}{\mu (1-k)}$ * individual clock drift is really small comparing to $\mu$ * difference equation formulation of PC1
    • Using equation 1 and 2, and bound $\epsilon$ on mutual drift: $\textcolor{red}{\mu \ge \epsilon / (1 - k)}$ to avoid anomalies.
    • Real world scenario, target for interprocess communication time > mutual clock drift
      • * $\mu < \epsilon$
      • * $\mu > \epsilon$

L05c. Latency Limits #

Introduction #

  • Network communication is a key factor in determining the performance of a distributed system. The lesson will focus on practical techniques for achieving efficient network communication in the operating system, both by improving the application interface and the protocol stack.
  • What are Latency and Throughput:
    • Latency is the elapsed time for an event.
    • Throughput is the number of events that can be executed per unit time.
    • Higher bandwidth means higher throughput but doesn’t necessarily result in lower latency.
  • RPC is crucial to the performance of client-server based distributed systems, and latency for RPC-based communication is crucial to its performance.
  • The two components of latency for message communication in a distributed system are hardware overhead and software overhead.
    • The hardware overhead involves moving the bits from the system memory into the internal buffer of the network controller, typically using DMA(direct memory access).
    1. DMA(direct memory access): The network controller moves bits of the message from system memory into its private buffer without intervention of the CPU. 2. Another way is the CPU does program I/O to move the bits from the memory into the buffer of the network controller.
    • The software overhead is added by the operating system to make the message available in the memory of the processor for transmission.

Components of RPC #

  • These are the steps needed to perform an RPC:
    1. Client call: This is where the client sets up the arguments for the call and makes a call into the kernel. The kernel then validates the call, marshals the arguments into a network packet, and sets up the controller to transmit the packet. This step includes activities by both the client program and the kernel to get the network packet ready for transmission.
    2. Controller: This component is purely hardware-dependent and involves the time it takes for the controller to DMA the message into its buffer and put the message out on the wire.
    3. Time on wire: The time it takes for the message to travel from the client to the server depends on the distance between them, the available bandwidth, and the presence of intermediate routers. The limiting factor is the speed of light.
    4. Interrupt handling: When the message arrives on the server node, it triggers an interrupt that must be handled by the operating system. The bits from the network packet are moved into the controller buffer and then into the memory of the node. This step is responsible for preparing the data for the server procedure to execute.
    5. Server setup to execute the call: Once the interrupt handling is complete, the server procedure must be located, dispatched, and the network packet unmarshalled to get the arguments for the call that the server procedure has to execute.
    6. Server execution: This step involves actually executing the server procedure, and its duration depends on the complexity of the procedure and the processing power of the server.
    7. Server reply: After the server procedure has completed execution, the server sends the reply back to the client. This involves converting the reply into a network packet and handing it over to the controller, which then puts it out on the wire. The client must receive the reply and set up to process it and restart its execution.
  • Overall, RPC latency involves a series of steps, including setup, transmission, and processing, that can cause significant delays in executing a remote procedure call. The details of each step vary depending on the hardware and network configuration and the complexity of the client-server application.

Source of overhead in RPC #

  • Marshaling & Data copying

  • Control transfer

  • Protocol processing

Marshaling and Data Copying #

  • Making an RPC call involves three data copies:
    • First copy: RPC Marshalling. The client stub takes the arguments of the RPC and converts it to an RPC message.
    • Second copy: Move from user space to kernel space. The kernel has to copy the RPC message from the memory space it resides on to its own buffer.
    • Third copy: The network controller will then copy the RPC message from the kernel buffer to its internal buffer using DMA. This is an unavoidable hardware action.
  • The copying overhead is the biggest source of overhead for RPC latency.
  • To reduce the number of copies, one of two approaches can be used:
    • Eliminate the stub overhead by moving the stub from the user space to the kernel and marshaling directly into the kernel buffer.
    • Leave the stub in the user space, but have a shared descriptor between the client stub and the kernel. This descriptor provides information to the kernel about the layout of the arguments on the stack. The kernel these information to create a similar layout in on its space.

Control Transfer #

  • This includes the multiple context switches that have to happen to execute an RPC call:
    1. When the client makes an RPC call, it blocks till it receives the results. The kernel makes a context switch to serve another process. This is important to make sure that the client node is not underutilized.
    2. When the call arrives to the server’s side, it has to make a context switch from the process it’s currently serving to the incoming interrupt (RPC call). This is essentially to the RPC latency.
    3. After executing the call, the server will switch to another process.
    4. When the results arrives at the client’s side, the kernel has to switch to serve that client. This is essentially to the RPC latency.
  • Only context switch #2 and #4 are critical to the RPC call itself.
  • #1 is overlapped with the network communication, meaning it can be done during the communication time. Same as #3. These two context switches are meant to keep the CPU utilized.
    • We can reduce these switches to two by overlapping context switch #1 with #2, and #3 with #4.
  • Can we reduce the context switch to 1? if we know that the RPC call will not take much time, then we can spin waiting for the RPC results and don’t do context switch on #1 and #4. Then the only context switch we do is #2 for the server to switch to the process to handle the task.

Protocol Processing #

  • Given that we have a reliable LAN, the following approaches can be used to reduce latency in transport:
    • Eliminate low level ACKs.
    • Using hardware checksum for packet integrity.
    • No client side buffering. Since the client is blocked, it can resend the call if the message is lost.
    • Overlap server side buffering with result transmission, and get it out of the critical path of the latency for protocol processing.

L05d. Active Networks #

Introduction #

This part of the lesson focuses on accommodating the quality of service needs of individual packet flows through the network.

Note from Computer Network course: https://cs.ericy.me/cs6250/week-7-software-defined-networking-part-1/index.html#1-active-networks

  • The primary question is, once a packet leaves a node in a distributed system, how to route the packet reliably and quickly to its destination.
  • The intermediate routers have routing tables. The routing table determine, given the packet destination, what the next hub for this packet is. This is done by a simple table lookup.
  • We can change this simple lookup to a code execution on the router. This is called Active Networks.
  • The packets will carry the payload and code to be executed by the router to determine what the next step for this packet is.
  • The idea is to make the nodes on the network active by making them look into the message and figure out what to do with it.

How to implement Active Networks #

  • The OS provides Quality of Service (QoS) APIs to the application. These APIs will be used by the application to give the OS an idea about the nature of the message.
  • The OS uses QoS to synthesize code and creates the packet (IP-header + code + payload) that will be handed to the internet.
  • There’re two problems with this approach:
    • Changing the protocol stack to handle active networks is not easy.
    • We cannot expect that every node on the internet will be able to execute the code I’m sending.

Active Node Transfer System (ANTS) Toolkit #

  • The ANTS Toolkit is an application level package that takes the payload and QoS from the application and create a capsule (ANTS header + payload) that is passed to the protocol stack.
  • The protocol stack will create the packet by adding an IP header to the capsule.
  • If the receiving node is a normal one, it will just use the IP header to decide where to send the packet.
  • If the receiving node is Active, it will process the ANTS header to decide if the packet has to be demultiplexed and sent to different routes.
  • Another addition is, with ANTS Toolkit, the core IP network will remain unchanged, and the Active Nodes will only be added at the edges of the network.

ANTS Capsules #

  • ANTS header consists of:
    • Type field: An MD5 hash of the code to be executed.
    • Prev field: The identity of the up-stream node that successfully executed this capsule.
  • ANTS APIs:
    • APIs for routing.
    • APIs for manipulating soft store(a k-v store): Soft store is storage that is available in every routing node for personalizing the network flow with respect to the type field. This is the place where we store the code itself.
    • APIs for querying the node to get information about the node and the network.
  • Characteristics of the routing program:
    • Easy to program.
    • Easy to debug and maintain.
    • Very quick.

Capsule Implementation #

  • When a node receives a capsule, one of two possibilities can happen:
    1. If this node had received capsules of this type before:
      • The node probably already has the capsule’s code in its soft store by checking the type field(fingerprint).
      • The node will retrieve the code, execute it and proceed.
    2. If this is the first time the node receives a capsule of this type:
      • The node checks the prev field and send a message to the previous node asking for the code.
      • The previous node retrieves the code from its soft store and sends it to the receiving node.
      • The receiving node computes the fingerprint for the code and compares it with the type field to make sure it’s the right code.
      • The receiving node executes that code, store it in its soft store and proceeds.
      • If the code is not present in the soft store of the previous node, the current node will drop the capsule.

Potential apps #

  • Protocol independent multicast
  • Reliable multicast
  • Congestion notification
  • Private IP(PIP)
  • Anycast

Pros and Cons of Active Networks #

  • Pro
    • Flexibility from app perspective
  • Cons
    • Protection threats
      • ANTS runtime safety => Java sandboxing
      • Code spoofing => robust fingerprint
      • Software integrity => restricted API
    • Resource Management threats
      • At each node => restricted API
      • Flooding the network => Internet already susceptible

The roadblocks to the Active Network vision:

  • Need buy in from the router vendors
  • ANTS software routing cannot match throughput needed in Internet core.

Feasibility #

  • Router makers loath to opening up the network => only feasible at the edge of the network
  • Software routing cannot match hardware routing => only feasible at the edge of the network
  • Social + psychological reasons
    • hard for user community to accept arbitrary code executing in the public routing fabric

L05e. Systems from Components #

Introduction #

  • Hardware design uses a component-based approach to build large and complex hardware systems.
  • Using the same approach to build software, reusing software components, will facilitate:
    • Easy testing and optimization.
    • Easy system extension through the addition and deletion of components.
  • Possible issues:
    • Might affect the efficiency and performance due to the additional function calls.
    • Could lead to loss of locality.
    • Could lead to unnecessary redundancies.

Design Cycle #

  • Specification: IOA(I/O automata) is used to express abstract specifications of the system at the level of individual components.
    • C-like syntax.
    • Includes a composition operator.
  • Code: OCMAL programming language is used to convert the specification to code that can be executed.
    • Object oriented.
    • Efficient code similar to C.
    • Good complement to IOA.
  • Optimization: NuPrl framework is used to optimize OCAML code to prepare it for deployment.

From Specifications to Implementation #

  • Abstract Behavioral Specifications:
    • Describes the functionality of the sub-systems in terms of requirements using IOA.
    • IOA facilitate proofing of the Abstract Behavioral Specifications against the required properties.
  • Concrete Behavioral Specifications: Produced by refining the Abstract Behavioral Specifications.
  • Implementation: Translating the Concrete Behavioral Specifications into code using OCAML.

From Implementation to Optimization #

  • The unoptimized OCAML code will be converted to unoptimized NuPrl code.
  • The unoptimized NuPrl code will be converted to an optimized NuPrl code using the Theorem Prover Framework.
  • The optimized NuPrl code will be converted to an optimized OCAML code.

Synthesizing a TCP-IP Stack #

  • Specify the Abstract Behavioral Specifications and produce the Concrete Behavioral Specifications.
  • Using an ensemble suite of micro-protocols to produce the unoptimized OCAML code.
    • e.g. TCP/IP: flow control, sliding window, encryption, scatter/gather, etc.
  • Sources of possible optimization:
    • Explicit memory management instead of implicit garbage collection.
    • Avoid marshaling/unmarshaling across layers.
    • Buffering in parallel with transmission.
    • Header compression.
    • Locality enhancement for common code sequences.
  • Using NuPrl:
    • Static optimization: A NuPrl expert and an OCAML expert goes through the protocol stack layer by layer and identify optimization possibilities.
    • Dynamic optimization: Collapsing multiple layers, if possible, to avoid latency.
      • This is achieved by deriving common case predicates(CCP) from the state of the protocol using conditional statements.
      • If the CCP is satisfied, the protocol layers will be bypassed by a generated code for this CCP.