1 / 25

Real-Time Failover for Blackjack Game Application

This project focuses on implementing a real-time failover mechanism for a Blackjack game application, ensuring continuous gameplay for users. The architecture is fault-tolerant, with passive replication and efficient failover strategies. Performance evaluation shows significant improvements in failover times. The setup includes multiple servers, a Replication Manager, and client-server communication enhancements. Further improvements in failover time and runtime efficiency are suggested. Open issues include GUI enhancements, load balancing with Replication Manager, and performance profiling.

giffin
Télécharger la présentation

Real-Time Failover for Blackjack Game Application

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Team 2: The HouseParty Blackjack Mohammad Ahmad Jun Han Joohoon Lee Paul Cheong Suk Chan Kang

  2. Team Members Hwi Cheong (Paul) hcheong@andrew.cmu.edu Mohammad Ahmad mohman@cmu.edu Joohoon Lee jool@ece.cmu.edu Jun Han junhan@andrew.cmu.edu SukChan Kang sckang@andrew.cmu.edu

  3. Baseline Application • Blackjack game application • User can create tables and play Blackjack. • User can create/retrieve profiles. • Configuration • Operating System: Linux • Middleware: Enterprise Java Beans (EJB) • Application Development Language: Java • Database: MySQL • Servers: JBOSS • J2EE 1.4

  4. Baseline Architecture • Three-tier system • Server completely stateless • Hard-coded server name into clients • Every client talks to HostBean (session)

  5. Fault-Tolerant Design • Passive replication • Completely stateless servers • No need to transfer states from primary to backup • All states stored in database • Only one instance of HostBean (session bean) needed to handle multiple client invocations  efficient on server-side • Degree of replication depends on number of available machines • Sacred machines • Replication Manager (chess) • mySQL database (mahjongg) • Clients

  6. Replication Manager • Responsible for server availability notification and recovery • Server availability notification • Server notifies Replication Manager during boot. • Replication Manager pings each available server periodically. • Server recovery • Process fault: pinging fails; reboot server by sending script to machine • Machine fault (Crash fault): pinging fails; sending script does nothing; machine has to be booted and server has to be manually launched.

  7. Replication Manager (cont’d) • Client-RM communication • Client contacts Replication Manager each time it fails over • Client quits when Replication Manager returns no server or Replication Manager can’t be reached.

  8. Evaluation of Performance (without failover)

  9. Observable Trend

  10. Failover Mechanism • Server process is killed. • Client receives a RemoteException • Client contacts Replication Manager and asks for a new server. • Replication Manager gives the client a new server. • Client remakes invocation to new server • Replication Manager sends script to recover crashed server

  11. Failover Experiment Setup • 3 servers initially available • Replication Manager on chess • 30 fault injections • Client keeps making invocations until 30 failovers are complete. • 4 probes on server, 3 probes on client to calculate latency

  12. Failover Experiment Result Latency (ms) Invocation #

  13. Failover Experiment Results • Maximum jitter: ~700ms • Minimum jitter: ~300ms • Average failover time: ~ 404ms

  14. Failover Pie-chart Most of latency comes from getting an exception from server and connecting to the new server

  15. Real-time Fault-Tolerant Baseline Architecture Improvements • Fail-over time Improvements • Saving list of servers in client • Reduces time communicating with replication manager • Pre-creating host beans • Client will create host beans on all servers as soon as it receives list from replication manager • Runtime Improvements • Caching on the server side

  16. Client-RM and Client-Server Improvements • Client-RM and Client-Server communication • Client contacts Replication Manager each time it runs out of servers to receive a list of available servers. • Client connects to all servers in the list and makes a host beans in them, then starts the application with one server • During each failover, client connects to the next server in the list. • No looping inside list • Client quits when Replication Manager returns an empty list of servers or Replication Manager can’t be reached.

  17. Real-time Server • Caching in server • Saves commonly accessed database data in server • Use Hashmap to map query to previously retrieved data. • O(1) performance for caching

  18. Real-time Failover Experiment Setup • 3 servers initially available • Replication Manager on chess • 30 fault injections • Client keeps making invocations until 30 failovers are complete. • 4 probes on server, 5 probes on client to calculate latency and naming service time • Client probes • Probes around getPlayerName() and getTableName() • Probes around getHost() – for failover • Server probes • Record source of invocation – name of method • Record invocation arrival and result return times

  19. Real-time Failover Experiment Results Latency (ms) Invocation #

  20. Real-time Failover Experiment Results • Average failover time: 217 ms • Half the latency without improvements (404 ms) • Non-failover RTT is visibly lower (shown on graphs below) Before Real-Time Implementation After Real-Time Implementation

  21. Real-time Failover Experiment Results

  22. Open Issues • Blackjack game GUI • Load-balancing using Replication Manager • Multiple number of clients per table (JMS) • Profiling on JBoss to help improve performance • Generating a more realistic workload • TimeoutException

  23. Conclusions • What we have accomplished • Fault-tolerant system with automatic server detection and recovery • Our real-time implementations proved to be successful in improving failover time as well as general performance • What we have learned • Merging code can be a pain. • A stateless bean are accessed by multiple clients. • State can exist even in stateless beans and is useful if accessed by all clients  cache! • What we would do differently • Start evaluation earlier… • Put more effort and time into implementing timeout’s to enable bounded detection of server failure.

More Related