1. 11 Jan, 2002 2 commits
  2. 10 Jan, 2002 5 commits
  3. 08 Jan, 2002 1 commit
    • Leigh B. Stoller's avatar
      Remove all of the connection handling stuff. Clients come and go, and · 7523a98c
      Leigh B. Stoller authored
      idleness is defined as an empty work queue. We still use join/leave
      messages, but the join message is so that the client can be informed
      of the number of blocks in the file. The leave message is strictly
      informational, and includes the elapsed time on the client, so that it
      can be written to the log file. If that message is lost, no big deal.
      I ran a 6 node test on this new code, and all the clients ran in 174
      to 176 seconds, with frisbeed using 1% CPU on average (typically
      starts out at about 3%, and quickly drops off to steady state).
  4. 07 Jan, 2002 3 commits
    • Leigh B. Stoller's avatar
      Checkpoint first working version of Frisbee Redux. This version · 86efdd9e
      Leigh B. Stoller authored
      requires the linux threads package to give us kernel level pthreads.
      From: Leigh Stoller <stoller@fast.cs.utah.edu>
      To: Testbed Operations <testbed-ops@fast.cs.utah.edu>
      Cc: Jay Lepreau <lepreau@cs.utah.edu>
      Subject: Frisbee Redux
      Date: Mon, 7 Jan 2002 12:03:56 -0800
      The server is multithreaded. One thread takes in requests from the
      clients, and adds the request to a work queue. The other thread processes
      the work queue in fifo order, spitting out the desrired block ranges. A
      request is a chunk/block/blockcount tuple, and most of the time the clients
      are requesting complete 1MB chunks. The exception of course is when
      individual blocks are lost, in which case the clients request just those
      subranges.  The server it totally asynchronous; It maintains a list of who
      is "connected", but thats just to make sure we can time the server out
      after a suitable inactive time. The server really only cares about the work
      queue; As long as the queue si non empty, it spits out data.
      The client is also multithreaded. One thread receives data packets and
      stuffs them in a chunkbuffer data structure. This thread also request more
      data, either to complete chunks with missing blocks, or to request new
      chunks. Each client can read ahead up 2 chunks, although with multiple
      clients it might actually be much further ahead as it also receives chunks
      that other clients requested. I set the number of chunk buffers to 16,
      although this is probably unnecessary as I will explain below. The other
      thread waits for chunkbuffers to be marked complete, and then invokes the
      imagunzip code on that chunk. Meanwhile, the other thread is busily getting
      more data and requesting/reading ahread, so that by the time the unzip is
      done, there is another chunk to unzip. In practice, the main thread never
      goes idle after the first chunk is received; there is always a ready chunk
      for it. Perfect overlap of I/O! In order to prevent the clients from
      getting overly synchronized (and causing all the clients to wait until the
      last client is done!), each client randomizes it block request order. This
      why we can retain the original frisbee name; clients end up catching random
      blocks flung out from the server until it has all the blocks.
      The single node speed is about 180 seconds for our current full image.
      Frisbee V1 compares at about 210 seconds. The two node speed was 181 and
      174 seconds. The amount of CPU used for the two node run ranged from 1% to
      4%, typically averaging about 2% while I watched it with "top."
      The main problem on the server side is how to keep boss (1GHZ with a Gbit
      ethernet) from spitting out packets so fast that 1/2 of them get dropped. I
      eventually settled on a static 1ms delay every 64K of packets sent. Nothing
      to be proud of, but it works.
      As mentioned above, the number of chunk buffers is 16, although only a few
      of them are used in practice. The reason is that the network transfer speed
      is perhaps 10 times faster than the decompression and raw device write
      speed. To know for sure, I would have to figure out the per byte transfer
      rate for 350 MBs via network, via the time to decompress and write the
      1.2GB of data to the raw disk. With such a big difference, its only
      necessary to ensure that you stay 1 or 2 chunks ahead, since you can
      request 10 chunks in the time it takes to write one of them.
    • Leigh B. Stoller's avatar
      Add several FRISBEE ifdefs to the user level unzip code. Rather than · d0b9f55f
      Leigh B. Stoller authored
      duplicate this code in the frisbee tree, build a version suitable for
      linking in with frisbee. I also modified the FrisbeeRead interface to
      pass back pointers instead of copying the data. There is no real
      performance benefit that I noticed, but it made me feel better not to
      copy 350 MBs of data another time. There is new initialization
      function that is called by the frisbee main program to set up a few
    • Leigh B. Stoller's avatar
      Minor bug fix; When skipping unknown slices, do not add a skip range · 630b7764
      Leigh B. Stoller authored
      of start==end==0! This causes the entire disk to compressed a second time!
  5. 06 Dec, 2001 1 commit
  6. 30 Nov, 2001 1 commit
  7. 09 Nov, 2001 1 commit
  8. 22 Oct, 2001 1 commit
  9. 15 Oct, 2001 2 commits
  10. 03 Oct, 2001 2 commits
  11. 25 Sep, 2001 1 commit
    • Chad Barb's avatar
      · ecaf874b
      Chad Barb authored
      Port number to client arguments.
  12. 13 Sep, 2001 1 commit
    • Robert Ricci's avatar
      New script: frisbeelauncher · b26a78d3
      Robert Ricci authored
      Manages the launching of new frisbee servers, and recording the
      addresses the use in the database. If called for an image that is
      already associated with a running server, exits quitely. Otherwise,
      registers the new server's address and goes into the background, waiting
      for the frisbee server to die so that it can unregister the address.
  13. 06 Sep, 2001 2 commits
  14. 04 Sep, 2001 2 commits
    • Chad Barb's avatar
      · b81d7ee8
      Chad Barb authored
      Added checksums (simple add for now,) as well as Multicast leave-group on exit.
    • Leigh B. Stoller's avatar
      Found and fixed the bug that Chad found last week and did not check · 2f2a8a28
      Leigh B. Stoller authored
      in. Sigh. Took me too long to find this. On the other hand, there is
      more debugging and more asserts in the code. Also a -d option to turn
      on progressive levels of debugging.
      Also changed the operation of imageunzip so that individual slice
      writes (ie, to unzip the BSD or Linux partition instead of the entire
      disk). Using the slice device (/dev/rda0s1) is actually a problem on
      BSD since it snoops writes to where the disklabel should be and alters
      the offsets. Even worse, on non BSD partitions it craps out completely
      because there is no disk label at all. This is really a dumb
      thing. So, I added code to read the MBR when the -s (slice) option is
      given, and use the MBR to compute the offsets from the beginning of
      the raw disk. Must always use the raw disk device now, and the new
      operation is:
      	imageunzip all.ndz /dev/rad0
      	imageunzip -s 2 rhat.ndz /dev/rad0
      Note that if you give a slice instead of a disk device, and there is a
      valid looking MBR in the slice (which is very possible), then things
      will get very confused. Not sure what to do about that yet.
  15. 02 Sep, 2001 1 commit
  16. 31 Aug, 2001 1 commit
    • Chad Barb's avatar
      · 899185b0
      Chad Barb authored
      Added instrumentation, a bit easier to see whats going on in the client now.
  17. 30 Aug, 2001 1 commit
    • Chad Barb's avatar
      Modified server to use syslog (as "frisbeed") instead of printfs. · 9ac17636
      Chad Barb authored
      Modified makefile to create userfrisbee (the client) and frisbeed (the server).
      Added support for syslog to f_network.c, using an ugly makefile hack to make multiple versions of the
      f_network .o file available (one for the server, with #define SYSLOG prepended, one for the client using
      the normal printfs.)
  18. 24 Aug, 2001 5 commits
  19. 20 Aug, 2001 1 commit
  20. 01 Aug, 2001 2 commits
    • Leigh B. Stoller's avatar
      An attempt at making image creation an easy/automatic operation. HA! · 27f26d99
      Leigh B. Stoller authored
      This uses the pxe booted freebsd kernel and MFS. In addition, I use
      the standard testbed mechanism of specifying a startup command to
      run, which will do the imagezip to NFS mounted /proj/<pid>/.... The
      controlling script on paper sets up the database, reboots the node,
      and then waits for the startstatus to change. Then it resets the DB
      and reboots the node so that it returns back to its normal OS. The
      format of operation is:
      	create_image <node> <imageid> <filename>
      Node must be under the user's control of course. The filename must
      reside in the node's project (/proj/<pid>/whatever) since thats the
      directory that is mounted by the testbed config software when the
      machine boots. The imageid already exists in the DB, and is used to
      determine what part of the disk to zip up (say, using the slice option
      to the zipper). Since this operation is rather time consuming, it does
      the usual trick of going to background and sending email status later.
    • Leigh B. Stoller's avatar
      Fix another corner case at the end of the image/slice being compressed. · c58b645e
      Leigh B. Stoller authored
      Fix up the print statements so that DOS slice numbering is consistent.
      Remove a few printfs that were not under the debug flag.
  21. 25 Jul, 2001 1 commit
  22. 27 Jun, 2001 2 commits
  23. 18 Jun, 2001 1 commit