Pre-fetch based content distribution system for software update: design and evaluation

Yi ZHANG, Yuchun GUO, Yishuai CHEN
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Abstract

Today, with rapid growth of apps (applications) for computers and mobile terminals, software update happens frequently. As a result, the flash crowd appearing in the early stage of a software patch release cannot be handled smoothly with abruptly arriving requests, thus considerable server bandwidth is needed. Unfortunately, it is still unknown how much bandwidth a content provider should provision to handle this case. In this paper, through measurements in one of the largest game patch distribution systems in China, we propose a simple but accurate user demand prediction model, since our finding that a highly predictable pattern of user requests exists in such a system. We further present the design of a pre-fetch based software update system. In this system, users who are idle and capable in hours before the patch release time could fetch the patches in advance and then serve other users requiring the patches. The design of this system mainly includes demand prediction and pre-fetch scale computation. After the deployment of this system, the contribution rate of users increases about 20% in the release day and is more stable than that before. Moreover, the peak of server bandwidth decreases by about 30%, which significantly saves bandwidth cost for providers.

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基于预取的软件更新内容分发系统:设计与评估
今天,随着计算机和移动终端应用程序(app)的快速增长,软件更新频繁。因此,在软件补丁发布的早期阶段出现的flash人群无法顺利处理突然到达的请求,因此需要相当大的服务器带宽。不幸的是,目前还不清楚内容提供者应该提供多少带宽来处理这种情况。在本文中,通过对中国最大的游戏补丁分发系统之一的测量,我们提出了一个简单但准确的用户需求预测模型,因为我们发现在这样的系统中存在高度可预测的用户请求模式。在此基础上,设计了一个基于预取的软件更新系统。在该系统中,在补丁发布时间前几个小时内空闲且有能力的用户可以提前获取补丁,然后为其他需要补丁的用户提供服务。该系统的设计主要包括需求预测和预取规模计算。本系统部署后,发布当天用户的贡献率提高了20%左右,比上线前更加稳定。此外,服务器带宽峰值降低了约30%,大大节省了提供商的带宽成本。
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1878
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